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Old 06-04-2003, 09:25 AM
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Lightbulb Class-specific skills

Each class needs its own skills that sets it apart from other classes. Some sort of special attack, special skill, something. As the player gets stronger, he can advance the skill or learn a new one .. and there are a few that fighters share and that mages share. All skills are INSTANT unless otherwise noted. Also, where a minimum of mana or grace is noted, this only applies to your MAX mana or grace. You cannot use Transferrance or double your grace on an altar to use them. You MUST have that minimum amount in your max (for example, Holy Sacrifice requires 50 grace - having 50/25 grace will NOT allow you to use it!).
  • Sorcerer/Alchemist Skills:
  • Increase Mana Recovery
    Max Level: 6
    Time Required Before Reuse: 45 seconds
    Time Added per Level: 2.5 seconds
    Time Required at Final Level: 1 minute
    Temporarily increases your mana recovery. The skill will be cancelled out if you try to cast a spell, attack, or use another skill. The skill lasts for 5 seconds, and another 5 seconds is added for every level up of the skill. The skill can be leveled 6 times for a max of 30 seconds. The mana recovery is equal to magic+2. This skill is also applicable to Alchemists
  • Increase Spell Potency
    Max Level: 5
    Time Required Before Reuse: 45 seconds
    Time Added per Level: 3 seconds
    Time Required at Final Level: 1 minute
    Increases the power of your next cast spell. Cannot be used while "Increase Mana Recovery" is in effect. It will only affect the next spell used, but with level up can affect more than one. It can be leveled 5 times, to up the power of a maximum of 5 spells (you CAN cast the same spell more than once). This includes stat spells like dexterity - it will add one more stat point when cast. This only applies to mage spells! Also, this skill CANNOT overlap with itself. This skill is also applicable to Alchemists
  • Increase Max Mana
    Max Level: 10 (6 for Alchemists)
    Time Required Before Reuse - None
    Increases your mana capicity by 5. Each level adds another 5 mana. It can be leveled up 10 times, for a max of 50 additional mana. This skill is also applicable to Alchemists - but only to level 6

    Sorcerer Specific Skills:
  • Advanced Increase Spell Potency
    Requires level 5 Increase Spell Potency
    Max Level: 6
    Time Required Before Reuse: 1 minute
    Time Added per Level: 5 seconds
    Time Required at Final Level: 1 minute 30 seconds
    Increases the power of spells cast for 5 seconds after the skill is used. Can be leveled up 6 times for a maximum of 30 seconds of increased spell power. It can overlap with Increase Mana Recovery. It does NOT overlap with Increase Spell Potency (you can't triple your spell power!). In other words you can use this skill while that one is in effect, but it won't do you any good! Again, this only applies to mage spells.
  • Mana Sacrifice
    Max Level: 4
    Time Required Before Reuse: 1 minute
    Time Added per Level: 3.75 seconds
    Time Required at Final Level: 1 minute 15 seconds
    Sacrifices all of your mana to recover some HP. Having more than your max mana will not improve the power of this skill. Amount recovered is based on Magic level and level of skill. For every Magic level 2 more HP is recovered, for every skill level 15 more HP is recovered. Skill can only be leveled 4 times (60 HP). Requires a minimum of 40 mana - mana MUST be full!.
  • Mana Wall
    Max Level: 5
    Time Required Before Reuse: 1 minute
    Time Added per Level: 12 seconds
    Time Required at Final Level: 2 minutes
    Preparation Time: 2 seconds
    Sacrifices all of your mana to temporarily make the player invulnerable for 2 seconds (NOTHING can harm or help him). Skill can be leveled 5 times for a maximum of 10 seconds of invulnerability. While invulnerable the player does NOT recover mana, HP, or grace. The player can also not use ANY skills while invulnerable. This skill takes 2 seconds to prepare. Requires a minimum of 80 mana - mana MUST be full!.

    Alchemist Specific Skills:
  • Potion Bomb
    Max Level: 10
    Time Required Before Reuse: 1 second
    Time Added per Level: 0.05 seconds
    Time Required at Final Level: 1.5 seconds
    This skill requires that the player have at least one potion in his inventory. With this skill a player can throw a potion at an enemy. The skill will use the first potion it finds, in alphabetical order, unless the player specifically uses the "/mark" command to show which potion to throw (it will reset if the player runs out of that particular potion). Upon impact the potion will explode in a cloud of its colour. Certain potions will have certain effects. For example, a "potion of great firestorm" will do fire damage. Potions that typically would not do any sort of damage simply do magic-type damage. Cursed potions also have a chance of temporarily weakening the enemy, as if he were poisoned or diseased. The damage and accuracy of the attack depend on the skill's level. "Firing" of the skill is the same as with a bow (as you level the skill the "aiming" circle will get smaller at greater distances, indicating better accuracy). This skill will ALSO HURT THE PLAYER IF USED IN CLOSE PROXIMITY! Keep this in mind, and be sure not to throw too close! This skill can be leveled 10 times - it ONLY applies to potions, not balms!
  • Polymorph
    Max Level: 10
    Time Required Before Reuse: 40 seconds
    Time Added per Level: 0.5 seconds
    Time Required at Final Level: 45 seconds
    Preparation Time: 4 seconds
    This skill requires that the player has an Alchemist's talisman (so don't go throwing yours out) or any other talisman/ring that is attuned to Transmutation (Worshipping Govannon without one of these items WILL NOT enable this skill!). Wearing more than one items that are both attuned to Transmutation will not affect the power of the skill. Upon activation, the player must wait 4 seconds before the skill actually takes effect. The skill will transform its target into a random monster. This means you can actually make the player MORE powerful than he was before! The skill can be leveled a maximum of 10 times, and with each level up the chances of the player becoming a more powerful monster are lowered (-2% per level, starts at 22% chance), and the chances of the player becoming a much weaker monster are heightened (subtract the sum of the current "more powerful" chance and the "equally powerful" chance from 100). At level 10, it's nearly impossible to strengthen the player (about a 2% chance), but still possible to not weaken him, and just make him into an equally powerful monster (chances are about 15% or so). The chances of making the player an equally power monster start at 25% at level one, and decrease by 1% per level, to end at 15% (not counting the changes mental level makes). The chances are also affected by the player's mental level (as I just said) - a change of -0.1% per mental level (so a player with level 10 mental and level 10 Polymorph would only have a 1% chance of strengthing the player, and a 14% chance of making him equally powerful). A small difference, but still a difference. However, the chance of strengthening the player will ALWAYS remain, at a minimum of 0.1%. The chance of changing the player into an equally powerful monster will also always remain, with a minimum of 10%. Also - the effects of this skill are TEMPORARY. If the victim is killed, the effects wear off instantly. The effects last ONE minute, with one minute added for each skill level, with a maximum of 10 minutes of being morphed. So, here is how the chances and times are at level one (not including the difference mental level makes):
    53% chance of becoming less powerful
    25% chance of becoming equally powerful
    22% chance of becoming more powerful
    Lasts ONE minute.
    At level ten, again not including mental level:
    83% chance of becoming less powerful
    15% chance of becoming equally powerful
    2% chance of becoming more powerful
    Lasts TEN minutes.
    FINALLY - while morphed the player cannot use ANY skills (this includes spells and such) .. BUT the player can still use items, like "food" and "healing potion". Of course, a "scroll of restoration" (only if used by the player) or having the "restoration" prayer cast on the player would revert the effects of this skill. So for someone going into battle with an Alchemist, it would be wise to have a Priest along or a scroll of restoration or two. The player's stats, however, will remain the same. He will keep his speed, HP, mana, et cetera. Any equipped items will become unequipped, though. All the player will be able to do, basically, is attack by pressing "S". What the player attacks with is what the monster would typically attack with. If the player, for example, became a "cyclop" monster, then he might cast "small snowstorm" or "frostbolt". The player has no control over what spell he may cast, it is entirely random. Also, the player can be Polymorphed again .. but not after at least one minute has passed (so you obviously cannot "repolymorph" a morphed player if you only used level one Polymorph - the player would revert to his previous state first). After the effects of the morph have worn off, whatever the player had equipped will automatically be put back on .. but any lost hp from damage or mana/grace from spellcasting will not be recovered automatically. (continued below)

Last edited by Locke_boy; 06-04-2003 at 01:35 PM..
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Old 06-04-2003, 09:26 AM
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Class-specifics skills continued

  • One last thing in regard to not being able to use skills. If Polymorph is cast on an Alchemist who knows Self-Polymorph, said Alchemist will be able to use Self-Polymorph on himself to change himself into a more powerful monster (the amount of time required to prepare the skill is the same as below - 6 seconds). However, the chances of success are lowered. The player may even weaken himself further. The chances of becoming weaker are heightened by 10%, and the chances of becoming equally powerful are heightened by 20%. So if the Alchemist has level 5 Self-Polymorph, his chances will be as follows:
    38% chance of becoming more powerful
    40% chance of becoming equally powerful
    22% chance of becoming less powerful
    As you can see, chance is not on his side. Also, the Alchemist will not be able to use Self-Polymorph until a minimum of TWO minutes have passed. If the two minutes pass, and the player does not cast Self-Polymorph, but his opponent casts Polymorph on him again, the timer will be reset. This also applies if a player waits one minute and casts Polymorph on a target again .. if he wishes to use it again he must wait another minute.
  • Self-Polymorph
    Requires Level 2 Polymorph
    Max Level: 5
    Time Required Before Reuse: 40 seconds
    Time Added per Level: 1 second
    Time Required at Final Level: 45 seconds
    Preparation Time: 2 seconds (6 seconds if in a morphed state)
    This skill works just as Polymorph does, but oppositely! With this skill, the player can morph himself into a more powerful monster! HOWEVER! There is still a chance of failure, where the player will become weaker. Unlike it's opposite skill, this skill can only be leveled 5 times, putting the player at a greater risk. The chances at level 1 are as follows:
    53% chance of becoming more powerful
    25% chance of becoming equally powerful
    22% chance of becoming less powerful
    (At level one the skill also only lasts ONE minute!)
    With each level the chances of becoming equally powerful go down by 1%, and the chances of becoming weaker go down by 2%. So, at the max level of 5, the chances are as follows:
    68% chance of becoming more powerful
    20% chance of becoming equally powerful
    12% chance of becoming less powerful
    (Lasts FIVE minutes.)
    UNLIKE Polymorph, Self-Polymorph is not affected by mental level! So the chances listed above are the BEST you can get. As you can see, this skill is risky .. but there is something of a bonus, something that Polymorph does not have - this skill only takes TWO SECONDS to prepare.
    LIKE Polymorph, the player cannot use any skills or spells .. and can only act as the monster would. HOWEVER. There is ONE important exception! After one minute has passed, the player can reuse the Self-Polymorph skill (if he felt his previous morph was unsatisfactory). The only difference is this - it will not take two seconds to prepare as it did before .. this time, since you are not in your proper form, it will take SIX seconds! So make sure you are safe before trying it again!

    Priest Specific Skills:
    Since Priests do not use mana, they have 6 class-specific skills, three of which are basically the same as the three Sorcerers and Alchemists share.
  • Increase Grace Recovery
    Max Level: 6
    Time Required Before Reuse: 45 seconds
    Time Added per Level: 2.5 seconds
    Time Required at Final Level: 1 minute
    Temporarily increases your grace recovery. The skill will be cancelled out if you try to cast a prayer, attack, or use another skill. The skill lasts for 5 seconds, and another 5 seconds is added for every level up of the skill. The skill can be leveled 6 times for a max of 30 seconds. The mana recovery is equal to grace+2. The player can pray while the skill is in effect to further heighten the speed of the recovery. The skill will NOT stop recovery at half grace as grace recovery normally would - it will continue until either the skill wears off or your grace limit is reached.
  • Increase Prayer Potency
    Max Level: 5
    Time Required Before Reuse: 45 seconds
    Time Added per Level: 3 seconds
    Time Required at Final Level: 1 minute
    Increases the power of your next cast prayer. Cannot be used while "Increase Grace Recovery" is in effect. It will only affect the next prayer used, but with level up can affect more than one. It can be leveled 5 times, to up the power of a maximum of 5 prayers (you CAN cast the same prayer more than once). This includes protection spells like "Protection from fire", it would add another 5% protection.
  • Increase Max Grace
    Max Level: 10
    Time Required Before Reuse: None
    Increases your grace capicity by 4. Each level adds another 4 grace. It can be leveled up 10 times, for a max of 40 additional grace.
  • Advanced Increase Prayer Potency
    Requires level 5 Increase Prayer Potency
    Max Level: 6
    Time Required Before Reuse: 1 minute
    Time Added per Level: 5 seconds
    Time Required at Final Level: 1 minute 30 seconds
    Increases the power of prayers cast for 5 seconds after the skill is used. Can be leveled up 6 times for a maximum of 30 seconds of increased prayer power. It can overlap with Increase Prayer Recovery. It does NOT overlap with Increase Prayer Potency (you can't triple your prayer power!). In other words you can use this skill while that one is in effect, but it won't do you any good!
  • Holy Sacrifice
    Max Level: 10
    Time Required Before Reuse: 1 minute
    Time Added per Level: 6 seconds
    Time Required at Final Level: 2 minutes
    Sacrifices all of your grace points (plus 20 more) to temporarily increase your max HP. Having more than your max grace will not improve the power of this skill. With each level up you will increase the amount of time the skill lasts and how much HP you gain. Here is how each level affects:
    Level 1
    HP x 1.1
    Lasts 10 seconds
    Level 2
    HP x 1.2
    Lasts 15 seconds
    Level 3
    HP x 1.3
    Lasts 20 seconds

    .. and so on until ..

    Level 10
    HP x 2.0 (HP is doubled)
    Lasts 60 seconds (1 minute)

    For example, if you have 100 HP, and level 1 of this skill, your HP will rise to 110 for 10 seconds. If you have 100 HP and level 10 of this skill, your HP will double to 200 for one full minute. This skill requires a minimum of 50 grace, and your grace MUST be full! Using this skill will also bring you down to -20 grace to discourage instantly casting a prayer after use.
  • Holy Shield
    Max Level: 5
    Time Required Before Reuse: Once effects wear off
    Preparation Time: 1 second
    Sacrifices all of the player's grace to temporarily up his Physical and Magic resistance by 20% and 5% respectively. Each level up increases the amount of resistance gained by five percent, for a maximum of 55% Physical and 30% Magic. Using this skill requires a 2 second cast time. Also, and very importantly, a minimum of 70 grace is required to use this, and your grace MUST be full! This skill DOES stack with any resistance upping equipment or spells. However, you cannot put either resistance any further than 95%. This skill is not designed to make the player invulnerable. The length of time this skill lasts is the same as any "stat spell" like Dexterity or Protection from cold would last.

NOW I will start typing out the fighter-type skills. Just thought I'd post this first.

Last edited by Locke_boy; 06-04-2003 at 01:35 PM..
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Old 06-04-2003, 10:23 AM
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Class-specific skills continued continued

Fighter-type skills, now. This includes, obviously, Warriors, Barbarians, and Thieves.
  • Warrior/Barbarian/Thief Skills:
  • Increase HP Recovery
    Max Level: 6
    Time Required Before Reuse: 45 seconds
    Time Added per Level: 2.5 seconds
    Time Required at Final Level: 1 minute
    Temporarily increases your HP recovery. Each level up will add 5 seconds of recovery time. This skill will be cancelled out if you try to cast a spell, attack, or use another skill. You can level this skill 6 times for a maximum of 30 seconds of increased recovery. The recovery is equal to regen+2.
  • Increase Damage
    Max Level: 10
    Time Required Before Reuse: 1 minute
    Time Added per Level: 3 seconds
    Time Required at Final Level: 1 minute 30 seconds
    Increases the damage of your next 2 physical attacks (this includes melee AND missile weapons). Casting a spell or using another skill in between attacks will not cancel this skill. The damage increase is +10 damage. This skill can be leveled 10 times to increase, at most, your next 20 attacks (this skill does NOT guarantee that your attacks will actually hit your target!). This skill requires ONE second to prepare.
  • Increase Protection
    Max Level: 10
    Time Required Before Reuse: None
    Increases your HP and physical resistance by 5 and 1 respectively. Each level up adds another 5 HP and 1 physical resistance, for a max of 50 more HP and 10 more physical resistance.

    Warrior Specific Skills:
  • Advanced Increase Damage
    Requires Level 5 Increase Damage
    Max Level: 4
    Time Required Before Reuse: 1 minute
    Time Added per Level: 11.25 seconds
    Time Required at Final Level: 1 minute 45 seconds
    Preparation Time: 2 seconds
    Increases the damage of your attacks for the next 5 seconds. The damage increase is +10. Using another skill or casting a spell will not cancel this skill out. This skill does not overlap with Increase Damage - you CANNOT get +20 damage by using both skills. This skill can be leveled 4 times for a max of 20 seconds of increased power. Again, this skill does NOT guarantee your accuracy! Finally, this skill requires two seconds to prepare (due to the fact that it is so powerful).
  • Sacrifice of War
    Max Level: 10
    Time Required Before Reuse: 1 minute 15 seconds
    Time Added per Level: 4.5 seconds
    Time Required at Final Level: 2 minutes
    Sacrifices all but 5% of your HP (so if you have 100 you will go down to 5 HP) to temporarily increase your physical resistance to 95% and your Armour Class (evasion) by 4 (so if you have 1 AC it will go down to -3). This skill is designed for emergency situations where the player must protect himself at all costs from harm. Obviously, he is still susceptible to any other type of attack, but in a physical battle he will be virtually invincible. Leveling up this skill will increase the amount of time the skill lasts. At level one it will only last 3 seconds, but at level ten it will last 30 seconds. With each level the player also gains 5% magic resistance. However, at level one, he starts with a boost of 0%. So, by level ten, the player will have a boost of 45% magic resistance, therefore making this "Sacrifice" much more worthwhile.
  • Final Limit
    Requires level 1 Advanced Increase Damage and Level 1 Sacrifice of War
    Max Level: 4
    Time Required Before Reuse: 30 seconds
    Time Added per Level: 7.5 seconds
    Time Required at Final Level: 1 minute
    This skill is an attack. To use it, you must unequip your weapon first. Also, your HP must be below 25% .. hence the name Final Limit. Once the two above conditions are met, the skill can be used. When the skill is used, the player smashes his fists into the ground, creating an enormous shockwave that ripples outward. The amount of damage the shockwave does is your current damage x 3. So, if your damage is 15, your attack will do 45 damage. This attack is GUARANTEED to hit, so long as the opponent is hit by the shockwave. He can, of course, run from it .. but it moves relatively quickly (not so quickly that he can't run though!). When a player is hit by this shockwave, he is temporarily paralyzed - in other words the player can DO NOTHING for a certain amount of time. Leveling up this skill will increase the amount of time the player is paralyzed and the distance the shockwave travels. It will not increase the damage dealt. A player CAN use karate to up his damage before using this skill. At level one, the shockwave will travel 100 pixels outward in all directions (I say 100 pixels because I'm not sure what GK uses to measure distance) and paralyze the victim for 2 seconds. With each level it will travel an additional 100 pixels and paralyze the player for one more second, to finish at 400 pixels outward and 6 seconds of paralysis at level 4. There is one small drawback - after using this skill the player cannot weild a weapon for 5 seconds, because his hands are too soar to do so.

    Barbarian Specific Skills:
  • Advanced Increase Damage
    Requires Level 10 Increase Damage
    Max Level: 8
    Time Required Before Reuse: 1 minute
    Time Added per Level: 9.375 seconds
    Time Required at Final Level: 2 minutes 15 seconds
    Preparation Time: 2 seconds
    Increases the damage of your attacks for the next 5 seconds. The damage increase is +10. This skill is the same as the one Warriors have, but Barbarians can level it up even further due to their extreme strength. Using another skill or casting a spell will not cancel this skill out. This skill does not overlap with Increase Damage - you CANNOT get +20 damage by using both skills. This skill can be leveled 8 times for a max of 40 seconds of increased power. Again, this skill does NOT guarantee your accuracy! Finally, this skill requires two seconds to prepare (due to the fact that it is so powerful).
  • Barbaric Sacrifice
    Requires Level 1 Advanced Increase Damage
    Max Level: 10
    Time Required Before Reuse: 2 minutes
    Time Added per Level: 6 seconds
    Time Required at Final Level: 3 minutes
    Preparation Time: 4 seconds
    Sacrifices all but 15% of the player's HP to maximize attack and accuracy for a short time. However, the player must suffer a loss of physical and magical defense (as well as evasion) while sustaining the rage. When used at level one, the player's attack will be multiplied by 1.1 and his Weapon Class (accuracy) will go up by 4. His physical resistance will go down by 5, his magic by 3, and his Armour Class (evasion) by 1. Here is how leveling affects these changes (as well as time):
    Level 1
    Damage x 1.1
    WC + 4
    AC - 1
    Physical - 5%
    Magic - 6%
    Lasts: 6 seconds
    Level 2
    Damage x 1.2
    WC + 4
    Physical - 10%
    Magic - 9%
    Lasts: 12 seconds
    Level 3
    Damage x 1.3
    WC + 5
    AC - 2
    Physical - 15%
    Magic - 12%
    Lasts: 18 seconds

    .. and so on, where at level 6 WC is 6 (AC - 3), and and level 9 it is 7 (AC - 4) .. physical continues to go down by 5%, and magic by 3%. The multiplier, obviously, goes up by 0.1. Time goes up by six seconds per level. It maxes at ..

    Level 10
    Damage x 2
    WC + 8
    AC - 5
    Physical - 50%
    Magic - 36%
    Lasts: 1 minute

    Basically, this is a skill that maxes attack as much as possible .. while destroying defense. So long as you can get the hits in before your opponent can, this skill will be very useful. This skill requires 4 seconds to prepare (can't make it too easy to use). Lastly, this skill CANNOT overlap with Advanced Increase Damage or Increase Damage. Adding +10 damage and then doubling that is just too much.
  • Cyclone of Impenatrability
    Requires Level 5 Increase Protection
    Max Level: 4
    Time Required Before Reuse: 45 seconds
    Time Added per Level: 7.5 seconds
    Time Required at Final Level: 1 minute 15 seconds
    Preparation Time: 1 second
    Cooldown Time: 2 seconds
    This attack is similar to the Warrior's Final Limit, in that it sends out something of a wave attack. However, it is still very different. This skill requires the user to have a non-dagger type weapon equipped (swords, clubs, axes - all acceptable). The dagger is too small to properly create this attack. This skill requires just one second of preparation, where the player begins to spin rapidly. Once he is spinning fast enough, a powerful cyclone flies outward from him, repelling any opponents caught in it. It also reflects missiles (arrows) and any projectile, cone, or bolt spell (spells like "Cause typhoid" and "Curse" will still get through). It is, basically, a skill that makes the player invulnerable. The skill only lasts 3 seconds when used, and requires two seconds after stopping for the player to stop spinning. The only big difference this skill has from something like Mana Wall is the fact that it damages your opponent. With each level a bit more damage is dealt. Of course, though, your opponent can just run from the cyclone .. but if they are near you when you create it, they will be caught in it for one second before being pushed out. If anyone runs into the cyclone, they too will be caught in it for one second before being thrown out of it. With each level up, the cyclone reaches farther away. Here is how it works, damage included:

    Level 1
    Reach: 100 pixels
    Length: 3 seconds
    Damage: 10 damage
    Level 2
    Reach: 200 pixels
    Length: 6 seconds
    Damage: 13 damage
    Level 3
    Reach: 300 pixels
    Length: 9 seconds
    Damage: 16 damage
    Level 4
    Reach: 400 pixels
    Length: 12 seconds
    Damage: 20 damage

    The attack will always hit, but the victim must be caught in the cyclone. Also, of course, the user of the skill cannot move while it is in effect. He will, though, move in a very small circle while the skill is in use, seeing as he is spinning so rapidly.

I doubt I'll be able to fit Thief skills in here, so I'll put that in a new post now.

Last edited by Locke_boy; 06-04-2003 at 12:27 PM..
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Old 06-04-2003, 12:17 PM
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Class-specific skills continued continued continued

Here are the Thief specific skills now. Then I will wrap up with a brief overview.
  • Thief Specific Skills:
  • Increase Accuracy
    Requires Level 2 Increase Evasion
    Max Level: 6
    Time Required Before Reuse: 1 minute
    Time Added per Level: 5 seconds
    Time Required at Final Level: 1 minute 30 seconds
    This skill increases a Thief's accuracy for a short time. At level one, he will have 5 seconds of skill time and WC+1. With each level he will gain 5 more seconds of time and one more WC. At the final level he will have 30 seconds of time to take advantage of Weapon Class + 6. So, if the player has a WC of 8, it will go down to 2. That's a great improvement that can make a big difference in a fight, or in preparation for a robbery. This skill does not overlap with Increase Damage, but can overlap with Increase Evasion.
  • Increase Evasion
    Requires Level 2 Increase Damage
    Max Level: 6
    Time Required Before Reuse: 1 minute
    Time Added per Level: 5 seconds
    Time Required at Final Level: 1 minute 30 seconds
    This skill works exactly as does Increase Accuracy, just replacing WC with AC (evasion). At level one, AC+1 which lasts for 5 seconds. At level 6, AC+6 that lasts for 30 seconds. This skill can overlap with Increase Accuracy, of course. In fact, the two basically work hand-in-hand to start a fight (or to end one). As with its counterpart, this skill does not overlap with Increase Damage.
  • Backstab
    Requires Level 1 Increase Accuracy
    Max Level: 10
    Time Required Before Reuse: 30 seconds
    Time Added per Level: 1 second
    Time Required at Final Level: 40 seconds
    Preparation Time: 0.5 seconds
    This is the Thief's main skill. With this skill, he can sneak up behind a player and end his life with one blow. The chances of success rise with each level. The one thing the user MUST remember is that this will ONLY work if you are attacking the BACK of the player (this skill ALSO requires that you use a dagger type weapon)! That is why it is called backstab. Here are the chances of success with each level:
    Level 1
    4% chance of success
    96% chance of failure
    Level 2
    8% chance of success
    92% chance of failure
    Level 3
    12% chance of success
    88% chance of failure

    .. and so on until ..

    Level 10
    40% chance of success
    60% chance of failure

    If the player succeeds in using the skill, the victim of the attack will die. There's not much more to say about it. Obviously, this is extremely difficult to pull off in a combat situation, seeing as your opponent would be ready for such a move. This skill takes ONE HALF-SECOND to prepare, to keep things fair, and to still enable its use in combat. It is best to use when the victim least expects it. Finally, if the skill succeeds - it will always hit. WC plays no part in the success of this skill.

Now before the summary, one last and important thing: the distribution of skill points. Here's how it'll work:

With each level up (overall level) you will gain a certain amount of skill points. Now here is how many you will get per level. One skill point = one level in a skill. You can add to a skill you've already leveled or level a new one. This, of course, can be changed if needed, but I think it works out well and balanced.

Levels 1-4: 1 skill point gained
Levels 5-8: 2 skill points gained
Levels 9-12: 3 skill points gained
Levels 13-16: 4 skill points gained
Levels 17-up: 4 skill points gained

So there you go. All the skills, nicely put down. I made sure that they were balanced out well, if I mussed up at all, please do tell. I'd love to hear comments, suggestions, questions, or criticism. Oh, and if you feel I left something out (or miswrote something), please tell. I want to make sure this goes across properly.

Basically, I feel that if these were added into GK, the classes would finally have a function .. and they would also be one huge step closer to true balance. Of course, if those in power like these ideas, I would be MORE than willing to help out. My graphics skills are decent, and my gani skills are okay (needs some work but just some practice really). Scripting isn't my strong point but I could do it if you'd need me to. I'm an extremely fast learner. I really hope you guys like this! I put a LOT of thought into this .. spent around four hours typing all of this up! Well, I guess that's all. I'll just wait for responses now. ^_^

Last edited by Locke_boy; 06-04-2003 at 01:55 PM..
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  #5  
Old 06-04-2003, 02:53 PM
DenoriZakarum DenoriZakarum is offline
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for the backstab thing, people will see u coming, how about when u conceal yourself that u turn invisible but your shadow stilll shows, and the faster u try to walk they can still hear your footsteps, so you would have to walk slow to be invisible
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Old 06-04-2003, 03:25 PM
Satrek2000 Satrek2000 is offline
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Sounds good after first reading. I actually like it better than restricting skills like smithing to some classes...

Edit: for the backstab... I agree that there should be some kind of warning - or maybe that it's required to stand still for at least a second to deliver the blow.
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Old 06-04-2003, 04:56 PM
Ghost Pirate Ghost Pirate is offline
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Not bad but alot of those would seem like passive skills mainly the ones that say increase....


Also some of the wizard,priests, and alchemist ones look like spells...but none the less nice job looking good I like it.
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Old 06-04-2003, 11:35 PM
Locke_boy Locke_boy is offline
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Quote:
Originally posted by Ghost Pirate
Not bad but alot of those would seem like passive skills mainly the ones that say increase....


Also some of the wizard,priests, and alchemist ones look like spells...but none the less nice job looking good I like it.
Well, I suppose that in a way they are spells (I can definitely see where Polymorph would seem like a spell) .. but just class-specific, so it's more than "just" a spell .. heh. Can't describe it well, I just woke up.

[edit]Oh, and yes, they are passive .. but hey, what's wrong with that? It's just a small boost to the class to further set them apart from the other classes, really. I think it's logical that Warriors would have more HP and Sorcerers would have more mana.[/edit]
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Old 06-04-2003, 11:37 PM
Locke_boy Locke_boy is offline
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Quote:
Originally posted by Satrek2000
Sounds good after first reading. I actually like it better than restricting skills like smithing to some classes...

Edit: for the backstab... I agree that there should be some kind of warning - or maybe that it's required to stand still for at least a second to deliver the blow.
Hmm .. I do have the 0.5 seconds prepare time, but there really isn't any sort of warning that the player is going to use it. Perhaps instead of 0.5 seconds it should be 1 second or so, and there is a special gani and sound (although the sound would of course be subtle) that play to alert the victim of the move. Maybe even two seconds would be a little better .. 1 second is still not a lot of time to react.
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Old 06-04-2003, 11:38 PM
Locke_boy Locke_boy is offline
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Quote:
Originally posted by DenoriZakarum
for the backstab thing, people will see u coming, how about when u conceal yourself that u turn invisible but your shadow stilll shows, and the faster u try to walk they can still hear your footsteps, so you would have to walk slow to be invisible
Well, that's good for the concealment skill (already in the game but not functioning), but it doesn't really tie in with backstab much .. although they could work well if paired.
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Old 06-05-2003, 12:14 AM
Satrek2000 Satrek2000 is offline
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How about that, you hear the thief drawing his dagger - if there are different ganis, it should be possible to make the sound of a fitting volume, that is, lv1 makes enough noise to wape up a sleeping sheep, while a lv10 only produces a silent sheesht.
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Old 06-05-2003, 01:58 AM
Locke_boy Locke_boy is offline
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Quote:
Originally posted by Satrek2000
How about that, you hear the thief drawing his dagger - if there are different ganis, it should be possible to make the sound of a fitting volume, that is, lv1 makes enough noise to wape up a sleeping sheep, while a lv10 only produces a silent sheesht.
Good idea.
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Old 06-05-2003, 03:59 AM
graaliholic graaliholic is offline
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How about anyone can use any skill, but if you're not the right class you can only level it 1/4 as well as the correct class
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Old 06-05-2003, 04:50 AM
Locke_boy Locke_boy is offline
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Quote:
Originally posted by graaliholic
How about anyone can use any skill, but if you're not the right class you can only level it 1/4 as well as the correct class
That completely defeats the purpose of class-specific skills ..

.. I mean, really .. do you want a Barbarian that can Polymorph you?

Anyway, no, I completely disagree. The whole point of this is for each class to have a purpose.
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Old 06-05-2003, 05:05 AM
Ghost Pirate Ghost Pirate is offline
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Quote:
Originally posted by graaliholic
How about anyone can use any skill, but if you're not the right class you can only level it 1/4 as well as the correct class

If you think like that, why even have classes in the first place....its called balance


Also don't think about removing classes it will destroy a good peice of the game and balance along with it.
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