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Date: 2012 Dec 31 13:31
To: all
From: alixandria
Subject: Runes ideas...
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The ability to use runes would be taught by obscure or hard to get
to trainers, to make it less simplistic to acquire. It would be relatively
high level, depending on what the runes were used for. Basic elemental
runes: When channel casting elemental spells, a pattern is formed in the
air from what the player draws, depending on the spell. As is done from
warrior tactics, the caster could learn from the drawing in the air about a
certain rune that may aid them. For example, if someone channel casted ball
lightning, and noticed something different about the "Symbols traced in the
air", they would now have access to part of the lightning rune. Fire
channel casted spells would give access to part of the fire rune, and so on
. These runes purpose is to aid the caster when others are area
casting: blizard, chain lightning, firefield. The runes would act as
"disrupter" spells and either lessen the damage done by the area spells, or
rebound some of the damage onto the caster of the area spells. The player
would have to have sufficient knowledge in the rune in order for it to have
more than a small effect. It is sort of like saves, but would help more.
Player 1 channel casts ball lightning. It just so happens that this
particular time the player notices something different about the symbols
drawn and can now unlock the ability to have a lesser lightning rune. The
player would need to find the trainer of lightning runes and practice the
lesser lightning rune skill. The player will now have a rune at his or her
disposal. The player will then have to learn another skill, perhaps
carving, and use this skill to put the rune into a piece of equipment he or
she is wearing. Extra runes could perhaps be bought for a fee from the
trainer of the skill. Player one is pking. Player 2 casts
firefield. Player 1 sees the message: "the lesser fire rune on your bright
green robe flashes brightly! Part of player 2's firefield has been
deflected." or "part of player 2's firefield rebounds, hitting player 2
instead!" Lesser runes will only have the ability to deflect a small amount
of damage. Runes would be able to deflect more and greater runes would be
able to deflect the most and rebound the spell. Water runes would
counter fire spells. Earth runes would counter lightning spells. Lightning
runes, since not having an opposite, would also counter lightning spells.
Ice runes would counter firespells. (note that ice and water runes are not
the same). Wind runes would counter earth spells. The amount of
damage of the spell deflected or rebounded could be measured in percents,
the most being 15%. Runes would not have a set percent they deflect or
rebound: lesser runes can deflect/rebound anywhere from 1 to 5%, runes from
1 to 10% and grater from 1 to 15%. The runes would also not work every time
an area spell is casted, perhaps a certain fail % chance. Drawbacks:
If player 1 is level 25 mage and has just learned lesser fire runes, and
they are fighting a mob or player who is casting firefield at level 54 or
higher, player 1's rune will possibly shatter from the amounts of energy it
is trying to deflect. The shattering of the rune could cause a maelstrom of
untamed energy that would cause a certain amount of damage to player 1.
This would stop low level players from simply using runes to make their
exping easier than it should be. Players can have up to 4 runes
engraved on their equipment. This means they can have 4 fire runes only, 4
ice runes only, not just 4 of all. THe different levels, lesser, normal and
greater, all count in one category: a player can have 2 lesser fire and 2
greater fire and cannot have anymore. The more runes a player has of the
same element, the less likely it is to deflect or rebound the maximum
percent. Water, wind and earth runes would be very high level and
only able to be learned by those who have mastered the rest, since it is
not an element that can be channel casted.
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