Element Staffs

Fegged

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Yo,

Zeus,Cal and Me were discussing about the Fire Staff.

So we thought about elemental staves, which are fragments for an magical staff

The element staves are Fire,Ice,Lightning,Poison,Dark,Divine

Their last Charge contain an mixxed spell with an diffrent element

Fire Staff:
1. Charge:
2. Charge:
3. Charge: [Fire+Ice Spell]

Ice Staff:
1. Charge:
2. Charge:
3. Charge: [Look above]

Lightning Staff:
1. Charge:
2. Charge:
3. Charge: [Lightning+Poison Spell]

Poison Staff:
1. Charge:
2. Charge:
3. Charge: [Look above]

Dark Staff:
1. Charge:
2. Charge:
3. Charge: [Divine and Dark Spell]

Unholy Staff:
1. Charge:
2. Charge:
3. Charge: [Look above]


When you have all of them you can Forge them to a Magical Staff.
 

Caluminium

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Re: Fire Staff

Yes, we need more staffs in this game and your idea of charges is pretty cool.
 

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Re: Fire Staff

image-3FCF_4E2D37E5.jpg
Hrmmm..yesssss..give me a moment
 

zeus9860

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Re: Fire Staff

Stoned and his images... :roll:

At long last, someone agreed that this game is in need of these things. I wonder what's holding them back, i want to zap things like velend/ihotohr does... >_<

Staff looks good to me. I also like the charging idea, excluding the spell ideas though (only 2 of them seem decent and worthy of using the staff). :wink:
 

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Re: Fire Staff

As far as i discussed i have a couple of ideas

Idea 1: Zeus Opinion
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ]
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Beam (My Idea: It's similar to the Tork Novice)


Idea 2: Still Zeus Idea
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ]
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Barrier (With some awesome Knockback to escape)

Any more Ideas would be great

Regards,
Rideon
 

Caluminium

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Re: Fire Staff

Rideon said:
Idea 2: Still Zeus Idea
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ]
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Barrier (With some awesome Knockback to escape)

Any more Ideas would be great

Regards,
Rideon

I like this, maybe Charge 4 fire blast (like flamelick) with knockback.

Lesser fire circle too.
 

Fegged

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Re: Fire Staff

Caluminium said:
Rideon said:
Idea 2: Still Zeus Idea
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ]
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Barrier (With some awesome Knockback to escape)

Any more Ideas would be great

Regards,
Rideon

I like this, maybe Charge 4 fire blast (like flamelick) with knockback.

Reminds me of the Fire Reaver Ball :eek:
 

zeus9860

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Re: Fire Staff

Rideon said:
As far as i discussed i have a couple of ideas

Idea 1: Zeus Opinion
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ]
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Beam (Zeus's idea: It's similar to the one ihotohr uses)


Idea 2: Still Zeus Idea
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ]
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Barrier (With a reasonable Knockback + low non dot fire damage, based on greater fire elemental)

Any more Ideas would be great

Regards,
Rideon


Fixed :wink:
 

Caluminium

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Rideon said:
Yo,

Zeus,Cal and Me were discussing about the Fire Staff.

So we thought about elemental staves, which are fragments for an magical staff

The element staves are Fire,Ice,Lightning,Poison,Dark,Divine

Their last Charge contain an mixxed spell with an diffrent element

Fire Staff:
1. Charge: Fire Ball
2. Charge: Blue Fire Rain
3. Charge: Meteor Strike and Snow Boulders


Ice Staff:
1. Charge: Blizzard
2. Charge: Avalanche
3. Charge: Meteor Strike and Snow Boulders


Lightning Staff:
1. Charge: Lightning Shock with Knockback
2. Charge: Lightning Storm
3. Charge: Lightning Storm with Acid Rain


Poison Staff:
1. Charge: Poison Bolt
2. Charge: Acid Cloud
3. Charge: Lightning Storm with Acid Rain


Dark Staff:
1. Charge: Dark Soul Taker
2. Charge: Death Circle
3. Charge: Knockback Healing Aura


Unholy Staff:
1. Charge: Rebuke Unholy
2. Charge: Rebuke Circle
3. Charge: Knockback Healing Aura



When you have all of them you can Forge them to a Magical Staff.
 

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I miss an Summon Staff:
1. Charge: Summon Undead
2. Charge: Summon undead guardian
3. Charge: Summon ......... .........
 

Caluminium

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2lt. Walter said:
I miss an Summon Staff:
1. Charge: Summon Undead
2. Charge: Summon undead guardian
3. Charge: Summon ......... .........

I'd prefer something other than undead skeletons and rats.
 

Fegged

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Summon Wolf owait

Ha

How bout Summon Troll and Summon Spider like it says on the wiki
 

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FIRE STAFF (connects with ice)
Idea 1: Zeus Opinion
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ] (zeus's suggestion: volcano that shoots blue ice balls, dealing fire damage on impact and then cold dot for slowing down enemies while dealing some damage)
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Beam (Zeus's idea: It's similar to the one ihotohr uses)


Idea 2: Still Zeus Idea
Charge 1: Fireball [SC (Dunno which) / Fire 10 ]
Charge 2: BlueFire Rain [SC 18 / Fire 25 ]
Charge 3: Meteorstrike [SC 20 / Fire 30]

Right-click: Fire Barrier (With a reasonable Knockback + low non dot fire damage, based on greater fire elemental)


ICE STAFF (connects with fire)
Charge 1: blizzard
Charge 2: blue fire rain
Charge 3: Ice spikes (look at hollow one for example)
Right click: ice wave, slows down enemies for a reasonable time.
Or
Ice beam from ihotohr again.

DARK STAFF (connects with divine)
Charge 1: Summon undead guardian
Charge 2: Silver circle (works like a dark circle and holy circle, dealing some damage to unholy and holy beings while offering some healing)
Charge 3: Dark circle.
Charge 4: Summon undead knight
Right click for unholy barrier (yes the one from unholy blade, probably with different looks)
Or
Once more a beam similar to ihotohr.



DIVINE STAFF (connects with dark)
Charge1: Summon petrified blademaster/paladin
Charge2: Silver circle
Charge3: Holy circle
Charge4: Summon petrified hero
Right click for holy aura, which offers healing for allies and pushes things back
Or
Rebuke wave, works like a rebuke that hits all undeads close to the player, making them run away or knocking them back a little.


LIGHTNING STAFF (connects with acid)
Charge1: lightning storm beam (maldora/pharaoh uses it)
Charge2: daze cloud (acid cloud that reduces enemies hit rate and does damage to them aswell)
Charge3: long duration lightning storm
Right click for lightning barrier (pharaoh lance for example)
Or
Lightning beam from ihotohr once more


ACID STAFF (connects with lightning)
Charge1: acidic bolt
Charge 2: daze cloud
Charge3: acid cloud
Right click for acid barrier+knockback (greater venom claws has one, except with no dot)
Or
Triple acidic bolt shot (more damage but spreads)/ quick shooting acidic bolts (lesser damage but doesn’t spread)



EARTH STAFF (connects with poison)
Charge1:Mud shot (does some damage, also slows down the opponent)
Charge2: earth/poison vines (special ability, it would grab 1 or many targets with vines, making them unmovable for a period of time, also applying a strong poison dot on them (ROT damage), there would be side effects for the user, user couldn’t move, so it would be risky to use alone but could support a lot in team work)
Charge3: Earth strike (lifts many rocks and throws them at the enemy, low chance of stunning for a medium period of time)
Right click for earth wall (strong wall that stands between the player and enemies until it gets destroyed/recasted)
Or
Quick earth strike (lifts a single rock and throws at the enemy, higher chances of stunning for a medium period of time)


POISON STAFF (connects with earth)
Charge1: Poison skull bomb, shoot a poison skull directly at your target, making them knockback while doing dot dmg and impact damage
Charge2: earth/poison vines
Charge3: Poison skull swarm, randomly summons X skulls that fight for you and explode on death or when their lifespawn is over (could be based on SC lvl, like 1 skull per 5 SC lvls, maxing at 30 SC)
Right click for poison aura, similar to acid barrier, it would set things with strong poison dot damage instead of knocking things away.
Or
Poison wave, pushes things away and having a small chance of applying dot to them.







MASTER STAFF/MYSTIC STAFF/ANCIENT STAFF/ELDER STAFF (all in one staff, perhaps make this staff a little stronger than the single element ones or maybe less mana use per cast)
Charge1: Mana shot, something similar to what torkalath novice uses, this is a non elemental spell, it would go where the player aims it to go (making it non exploit without the homing ability)
Charge2:Fireblue rain
Charge3:Silver Circle
Charge4: Daze cloud
Charge5: Final blast (something similar to mana shot but it would cost lots of mana to cast this and it would cause a massive hit blast on a target, also causing splash damage to nearby targets) this is a non elemental spell, perhaps same method of controlling the spell.
Right click for offensive and defensive barrier, hits enemies harder the longer they stay in the barrier, no knockback, reduces all incoming damage by a certain % for a period of time, also offers a small regeneration ability, this could be limited to X uses per map or make a recharge time between each cast (to avoid spam).

^Took sometime to think on all this. Hope it helps with something :mrgreen:
 

TheOysterHippopotami

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I think staves should work in conjunction with memorized spells so that things like potency, rate of fire and/or mana consumption are buffed when holding a staff. Of course, staves can have their own special charges and whatnot to make them unique but I think their primary feature should function in this way.
 

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TheOysterHippopotami said:
I think staves should work in conjunction with memorized spells so that things like potency, rate of fire and/or mana consumption are buffed when holding a staff. Of course, staves can have their own special charges and whatnot to make them unique but I think their primary feature should function in this way.

This was actual my first idea:

5wR4R.png

Left Click = Slash [Not much Damage due to being a magic staff]

Charge 1 = Fire Dart [Spellcasting 1/Fire 1] 5 Mana
Charge 2 = Fire Ball [Spellcasting (dunno which it is) / Fire 10] 20 Mana
Charge 3 = Fire Skull (Nova Blade One) [Spellcasting 10 / Fire 20] 30 mana
Charge 4 = Volcano [Spellcasting 15 / Fire 30] 50 Mana (Yes i know the Volcano costs 80)
Charge 5 = Bluefire Rain [Spellcasting 25 / Fire 35 Ice 35] 150 Mana Chance to Burn and Freeze the Enemys
 

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Now to think of the names for the wizards holding these staffs.

Fire Staff: Phlames
Ice Staff: Pirta or Pirtuk (both mean blizzard, snow storm)
Dark Staff: Summanus (means night-time)
Divine Staff: Lux (means light), Nur (means to illuminate) = Luxnor
Lightning Staff: Barak or Bazak (means flash of lightning),
Acid Staff: Cam or Som (means orange)
Earth Staff: Demeter (means loves the earth)
Poison Staff: Volos or Veles (means something serpentine and horned)
Mystic Staff: Deimos (means fear, terror)

Thanks to zeus for help with these names.
 

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Wizard names

Fire Staff wizard – Phlames (originally created by caluminium)

Ice Staff wizard – Pirta or Pirtuk (both mean blizzard, snow storm)

Dark Staff wizard – Summanus (means nighttime), Orpheus (means deprived or darkness), Itzal (means shadow)

Divine Staff wizard - Lux (means light), Nur (means to illuminate)

Lightning Staff wizard – AEOLOS (means sparking, quick-shifting, quick moving), Barak/Baraq/Bazak (means flash of lightning), Vulcan (means flash, also a name of a god of fire), Perun (means thunder)

Acid Staff wizard – Cam/Som (means orange)

Earth Staff wizard – Demeter (means loves the earth, or follow of Demeter) Hermes (means of the earth), Gaia/Terra (Goddess of the earth), Donn (means brown), Petros (means rock/stone)

Poison Staff wizard – Volos/veles (means “ox.”, something serpentine and horned)

Mystic Staff wizard – Aeron (means carnage, slaughter), Mort (means dead sea), Deimos (means fear, terror), Azazel/Aza’zel (means angel of death) Tsephanyah/zephanian/zefania (means hidden by god or protected by god), Ammon/Amoun/Amun (means the hidden one), Satan (means adversary), Diabolos (means accuser, slanderer), Cerberus/Kerberos (means demon of the pit)

^The names i managed to find, somehow related to wizards. I still think poison and acid need better names, but kinda hard to find something related to those...

Rideon suggested Venezious for either acid/poison, i dont know which exactly.
 

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zeus9860 said:
Wizard names

Fire Staff wizard – Phlames (originally created by caluminium)

Ice Staff wizard – Pirta or Pirtuk (both mean blizzard, snow storm)

Dark Staff wizard – Summanus (means nighttime), Orpheus (means deprived or darkness), Itzal (means shadow)

Divine Staff wizard - Lux (means light), Nur (means to illuminate)

Lightning Staff wizard – AEOLOS (means sparking, quick-shifting, quick moving), Barak/Baraq/Bazak (means flash of lightning), Vulcan (means flash, also a name of a god of fire), Perun (means thunder)

Acid Staff wizard – Cam/Som (means orange)

Earth Staff wizard – Demeter (means loves the earth, or follow of Demeter) Hermes (means of the earth), Gaia/Terra (Goddess of the earth), Donn (means brown), Petros (means rock/stone)

Poison Staff wizard – Volos/veles (means “ox.”, something serpentine and horned)

Mystic Staff wizard – Aeron (means carnage, slaughter), Mort (means dead sea), Deimos (means fear, terror), Azazel/Aza’zel (means angel of death) Tsephanyah/zephanian/zefania (means hidden by god or protected by god), Ammon/Amoun/Amun (means the hidden one), Satan (means adversary), Diabolos (means accuser, slanderer), Cerberus/Kerberos (means demon of the pit)

^The names i managed to find, somehow related to wizards. I still think poison and acid need better names, but kinda hard to find something related to those...

Rideon suggested Venezious for either acid/poison, i dont know which exactly.

Poison :D
 

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the staves should just go +x to element when casting.

where x is current spell casting /9 or 8 depending on quality of staff.......
of course assuming elemental spells go up in damage when their levels increase



just another idea...
quartz staff +15% to all damage you deal ?
 
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