[IDEAs] : Use this one instead, the other one got screwed:

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Posted by Grummore on November 09, 1999 at 22:09:10:

ALCHEMIST

Your mana, when a skill, isnt the mental power you dispose to decharge some energy, it's the concentration you will put on a work you are doing. When for a spells, your mana is more like you know.

Skills

Level 1 : Produce flask type
To brew some potions, you need some flask. There is some type of flask that will keep for a short time the concoction (it will evaporate) or in battle, might shatter. But there are 3 types of flask depending of the rank you have. The magical, per exemple, can't blow up or let the liquid evaporate. The flask will cost gold depending on the quality.

Types of flasks
Level 01 : Glass flask (50 golds)
Level 10 : Renforced glass flask (500 golds)
Level 30 : Magical flask (5000 golds)

Level 1 : Brew potion type flask
When you brew a potion, you are going to need a flask (which was created a moment ago). You can choose the type of potion you are going to brew.

Types of potions
Level 02 : Fog (create a mist that will render the area filled with someones. The higher the rank, the longer will be the fog)
Level 07 : Animal protection (like your body is secreting some kind of special odor, they are careful and hurt you less)
Level 18 : Undead protection (you must fill a flask with water from a temple and brew it)
Level 22 : Acid (when hurl on a opponent, the acid will do damage on the impact and on each following turn)
Level 35 : Explosive (random elemental effects EX: Iceball...)
Level 50 : Special*
-----> The special allow you to brew immortal or wierd stuff (deck of many things effects, staff of wonders effects, ect.)
-----------> When you first try to brew, the skill will tell you which component you need to create that unique brew, when you got all of those in inventory, you try again and brew the special thing.

Level 5 : Produce ointment protection
Ointment are to be put on the body, they does some affects like below.

Types of ointments
Level 05 : Skin protection
Level 20 : Enhanced skin protection
Level 25 : Fire/cold/air/water/ect. protection (protection, not immunity)
Level 35 : Skin burning/electrifying/ect. (can't be use with the ointment of protection, only the same protection and skin attack can be drink EX:lightning protection and electrifying skin)
-------> exemple : if someone hurt the alchemist with is bare hand, the burning balm might burn is hand, ect.
Level 45 : Spell protection mana (not for elemental magic but for the others, but get a stronger save depending on the mana he used)
Level 50 : Regeneration (regenerate like a hammer pendant or a unicorn pendant, ect.)

Level 11 : Create golem bones
Every golem cost a prize for is creation. Though, all golem remain when the creator leave thera and return. For each type, they have special abilities and vulnerabilities as well. You can command them. Though, some of the standard order wont work, like the speaking or the stupids undoable, for a golem, socials, etc...

Level 17 : Create wand type
Got bored, but you know the drill.

Level 20 : Prepare Enchant items name mana
Before casting in a item, you have to prepare it, you need is name and some concentration. The more preparation you will be doing and the saver will be the casting.

Level 23 : Create golem flesh

Level 28 : Bodyguard gold
The more gold you will bring, the more powerful will be your bodyguard. They dont attack unless you are attacked. They rescue and guard you.

Level 37 : Create golem stone

Level 40 : Build Laboratory mana gold
When you build a laboratory, you need to choose a safe place and a place with nothing inside outside a town, likely in a hard hideout to find. The more mana you spend and the more gold you spend will create you a cheap or great laboratory. When you brew, create golems, enchant items, ect. there, you get more powerful items and less chance of failure depending on the quality of your lab.

When created, the lab, again depending on the mana and gold spend have some health (before beein destroyed). When someone try to destroy it, only if you have a gargoyle set up there you will know you are getting attack.

Level 45 : Create Gargoyle guard (for the laboratory)
This creature will never follow you, you can create it only to protect your laboratory from intruders. It's a powerful creature though can be defeated. The gargoyle act like a cabal guard, it will tell you if he get hurt. Someone can enter your laboratory, but if he touch the stuff, he will get attacked.

Level 51 : Create golem iron
The more powerful golem you can create. As well as beein more powerful than the other, he can cast random spells.

Spells

Level 11 : Animate golem mana
If you dont throw enouph mana, your creation might crumble and rot forever. You will have to gather some gold again and try to build another golem.

Level 15 : Recharge item wand/ect. mana
No need of explenation. The more mana you spend, the more charges it will get.

Level 20 : Enchant items name affect mana
The more mana you put in your spell, the more powerful will be the affect. If you dont prepare an item correctly, he might blow up or does some weird things while used.

Affects
Armor, Health, hit, dam, ect.


QUEST item creation : the character quest to create a unique item
Exemple : he create a sword that always return to is owner or a shield that protect from fire... all is possible.


Well it was a nice try ;-)



There was a couple of alchemist ideas over the board, but here is mine ( I hope I wont copy any ideas that as been already creates)

NECROMANCER

First of all, I think necromancer should lost "Bone golems" and "Flesh golems" for the two followings :

Skeletons
Vulnerable to blunt, fire, holy and lightning
Resistance to slice, frost and unholy
Immune to sleep
Piercing attack

Ghost
Vulnerable to holy, magical and fire
Resistance to unholy and blunt
Immunte to sleep and cold
Cold attack (cast frost spell)


Constructive comments please.

Grummore

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