ALL CURRENT IDEAS AND SUGGESTIONS!

If you have ideas to improve this great game, post them here!

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Azok
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New Dungeon: Dwarven Mines

Post by Azok »

Long ago the dwarfs flourished under ground in a hidden city... Constantly delving deeper and deeper into the earth finding jems and metals.
Until one day... A sickness broke out among them. No one knows where it came from or how it happened so quickly... But the infected turned green in the skin and bloodthirsty. All they could do was destroy and kill.
Since then the dungeon has been over run by monsters of every kind.

Legend tells that even some of the infected still live. Cursed, killing everything in sight...

Ok theres the story line. Dwarven mines, has all the current metals and gems to be mined. Has a smelter (used for crafting, replaces blacksmith.) here, EVERYTHING can be crafted. Tied into the storyline, dwarves (infected) and a few other cave delving monsters. (maybe cyclops or something) spawn there. Making it very dangerous but if you can survive it has good pay off.

Quest Idea: Title: The lost Armour.
You aproach an old dwarf in mines. He looks starving, lost, and confused. (used photo from a dwarf when he dies, laying on the ground)
Chat me: Good God sir, are you alright?
Chat npc: The armour... Must find the armour... They took it...
Chat me: You're in no condition to be doing any adventuring, let me help you.
Chat npc: If you can do this, I will teach you everything I know about crafting.
Quest Dialogue: Kill infected dwarves and bring the old dwarf his armour.
(Kill infected dwarfs to get to get mithril chainmail, lvl 75, only get 1, 1/10 drop.)
After you complete the quest...
Chat npc: Thank you brave adventurer! This armour has been in the family for centuries!
Chat me: It was my pleasure sir.
Chat npc: Now I will teach you how to craft like a dwarf.

Quest loot: 500k xp, 75k gold, Ability to craft new items. (Whatever items creator feels like letting people make.) these items are exclusive to those who did the quest.

Thanks for Reading! -Azok
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nt300
Posts: 91
Joined: Tue Nov 19, 2013 1:00 am
Location: Ancient Athens GREECE

Re: New Dungeon: Dwarven Mines

Post by nt300 »

Love the idea. An underground City Humm, very nice indeed.

Would also like to add an ancient Greek City for obvious reasons hehe, underground. And the only way to get there is through an underground water tunnel for example. Here's more of my ideas:

Hopefully this crafting thing gets rectified. Would be nice to create a quest for very rare items required to craft new armor, weapons and shields for example. Like using these rare special items in the craft itself.

Example:
Crafted Item = Ingredients Required to Craft
---------------------------------------------------------------------------------
God Helm lvl250 = Odin Helm, 2x Mirthil ignot, 1x Steel ignot,
Blood Sword lvl200 = Radeon Sword lvl150 (Found in Quest Only), 3x Mirthil ignot, 2x Steel ignot
Legion Plate lvl250 = Fire Plate, 5 Mirthil ignot, 3 Steel ignot
Mirror Shield lvl200 = 5x Diamonds, 3 Mirthil ignot, (Rare Element via New Quest)
Poseidon Plate Armour lvl300 (Rare) = Find it in the Lost Ancient Greek City
Bow of Heracles lvl200 = Find it in the Lost Ancient Greek City
Staff of Magi lvl 100 = Find in the Lost Ancient Greek City
Medusa's Shield lvl150
Medusa's Helm lvl150
Medusa's Plate lvl150 (Get all three and receive a bonus stat of +25 magic attack reflect.
Achilles Shoes = +5 Dex, +5 Walk, +5 Arm - Rare Monster Drop. (Yes they run faster than U lol)
TIME LORD
Currently In Ancient Greece, Athens.
Kennyplaysbass
Posts: 10
Joined: Wed Jan 15, 2014 1:00 am

New skills and equipment for mages

Post by Kennyplaysbass »

I have a few ideas for some new dynamics in the mage class.
1. Spell/skills like fire arrow/flame sword where the cast takes a % of remaining health from the target.costs 20% of mana.
2. An off hand item like a inscence burner that add a multiplier to spell dmg our just more mana/arm. Or in lieu of that an extra item slot in place of the off hand slot. (For archers off hand maybe add quivers to up att Speed or just dex).
3. An option to focus spells on one target if desired. If you tap on an enemy they get the target just like pvp, then they take full spell dmg. And apply this in pvp so people can't stay in a group of monsters to hide from mages.

I'm sure there's more, but I think this is enough to start. What do you guys think?
Kennyplaysbass
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Re: New Dungeon: Dwarven Mines

Post by Kennyplaysbass »

With Achilles should have +5 speed, +5 att, +5dex, +5 arm, 1% chance of hits taken to kill wearer.
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Azok
Posts: 150
Joined: Tue Oct 01, 2013 12:00 am
Location: Azgard

Mastery

Post by Azok »

Every player after doing some outrageously hard quest or hitting a high lvl should unlock Mastery ability.
There will be two choiced for each player, depending on class.

Mage...
Ability1: Battlemage-50% lifesteal for every sucessful hit with staff.
Ability2: Necromancer-Consumes enemies soul and Regenerates 1 mana after every kill.

Archer...
Ability1: Longshot- +1Range no matter what weapon equipped.
Ability2: Ranger- With extreme focus the ranger never misses a shot.

Swordsman...
Ability1: Paladin-Ability to at any time heal himself and any within 4 range of 25% hp (hefty cooldown)
Ability2: Soldier- +1 Walk speed, +5% hp

Dark Dwarf...
Ability1: Mule-2 extra inventory space and ability to use 2 boosting items at once. (vital, speed boots etc)
Ability2: Light Dwarf: +25% damage against undead.

Ogre...
Ability1: Pack Leader-+10% str,arm,dex.
Ability2: Hunter- After hitting for every step enemy takes he loses 3% hp for up to 10 steps. Repeatable.

Thanks for reading, I understand this would be very hard to add and will probably never happen but I like the ideas.
-Azok  Image 
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Azok
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Re: New Dungeon: Dwarven Mines

Post by Azok »

nt300 wrote:Love the idea. An underground City Humm, very nice indeed.

Would also like to add an ancient Greek City for obvious reasons hehe, underground. And the only way to get there is through an underground water tunnel for example. Here's more of my ideas:

Hopefully this crafting thing gets rectified. Would be nice to create a quest for very rare items required to craft new armor, weapons and shields for example. Like using these rare special items in the craft itself.

Example:
Crafted Item = Ingredients Required to Craft
---------------------------------------------------------------------------------
God Helm lvl250 = Odin Helm, 2x Mirthil ignot, 1x Steel ignot,
Blood Sword lvl200 = Radeon Sword lvl150 (Found in Quest Only), 3x Mirthil ignot, 2x Steel ignot
Legion Plate lvl250 = Fire Plate, 5 Mirthil ignot, 3 Steel ignot
Mirror Shield lvl200 = 5x Diamonds, 3 Mirthil ignot, (Rare Element via New Quest)
Poseidon Plate Armour lvl300 (Rare) = Find it in the Lost Ancient Greek City
Bow of Heracles lvl200 = Find it in the Lost Ancient Greek City
Staff of Magi lvl 100 = Find in the Lost Ancient Greek City
Medusa's Shield lvl150
Medusa's Helm lvl150
Medusa's Plate lvl150 (Get all three and receive a bonus stat of +25 magic attack reflect.
Achilles Shoes = +5 Dex, +5 Walk, +5 Arm - Rare Monster Drop. (Yes they run faster than U lol)
Trust me, +5 walk speed not a good idea. Ive had +5 before personally. I pressed arrow key right once and started flying so fast it sent me to other map after bouncing me around like a pinball for a few mintues. +2 maybe. And thats pushing it lol. Rest are very good ideas though :-)
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Kennyplaysbass
Posts: 10
Joined: Wed Jan 15, 2014 1:00 am

Re: Mastery

Post by Kennyplaysbass »

Like the ogre skill. will help keep people from getting away so easily. Maybe battle mage gets +%50 dmg from staff and a %20 likely to absorb %50 of dmg as health.
Necromancer gains 10% of targets total health as mana when killed.
Light dwarf is only skill that doesn't help in pvp and grinding, might need to rethink, maybe add berserk ability, +25% dmg for 10 hits 1 min cool down starts after last hit.
Is ranger skill passive? Would be a little too powerfull if it's a skill with cool down it's good.
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Azok
Posts: 150
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Location: Azgard

Re: Mastery

Post by Azok »

Kennyplaysbass wrote:Like the ogre skill. will help keep people from getting away so easily. Maybe battle mage gets +%50 dmg from staff and a %20 likely to absorb %50 of dmg as health.
Necromancer gains 10% of targets total health as mana when killed.
Light dwarf is only skill that doesn't help in pvp and grinding, might need to rethink, maybe add berserk ability, +25% dmg for 10 hits 1 min cool down starts after last hit.
Is ranger skill passive? Would be a little too powerfull if it's a skill with cool down it's good.
No it would be good for grinding. Dwarf training on warlocks with 100 str does 125dmg instead of 100. Would be very useful.
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Secular
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Joined: Wed Aug 21, 2013 12:00 am
Location: The Sword Coast

Re: New skills and equipment for mages

Post by Secular »

I think an off-hand item would be nice, my idea is a Tome of Frost that boosts the effectiveness of the slow spell. Perhaps increasing the -walk speed & duration of slow.

An archer should be able to obtain an off-hand too, such as a Quiver of Seeking, that increases attack range by +2.

Melee classes should all have an off-hand that boosts health by 10,000 while equipped & gives a large strength/dexterity boost, the item should also have a 5-10% chance when striking to put the foe in a state of paralysis (disabling regeneration & ability to attack, PvP only) for 20 seconds.  

It should all be a .01% drop rate from monsters much like Odin's helm, possibly non-tradable so godly leveled players (1000+) cannot farm these items for people.
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
blitzcraig
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Joined: Fri Oct 18, 2013 12:00 am
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Re: clan improvement

Post by blitzcraig »

From magix:
What about a clan message ? A message that can be edited and seen under for example clans gold ?
Beeware the Spiral Blitzbees...
⬜ 💣 🌏
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