Agreed.
posted in Ideas
Posts made by finiti
-
RE: ArkainArkain, if you weren't A: A prick B: Rude C: completely out of line in everything you do, I might agree with you and what you say. unfortunately, you are all these things, and i have to say that i'm glad your ass is gone. 'cause now, i don't need to worry 'bout your dumb ass sneaking up on me whilst i'm in the middle of something. so, until your next bitch-fest, tah! :wink:posted in Gossip Archive
-
RE: Warladyhonestly, i say that if you have gender specific classes like *shudder* warlady, i think you should have gender specific race designations. Hellbaroness. she-fiend. or she-hulk for collossus. also, instead of warlady, how 'bout… well... i had an idea, but i lost it. it'll come back. and when it does, i'll be back. until then, ithy, i beat your ass off of the arcade games, so you can have something to do now. enjoy!posted in Discussion/OOC
-
RE: Some spell idearsLukus, calm down man. me and cata just rail each other for fun. no offense is intended to anyone. dang.posted in Suggestions Archive
-
RE: The Return"Bastard…" you hear someone mutter from within the portal, as it suddenly zips shut. Cataclysm laughs heartily, believing he escaped the clutches of the assylum warden. He looks at the irritated-seeming group around him, grins, and asks, "So, whatcha'll got to drink around here?" Suddenly, with a reverberating bang, a glowing-with-darkness hole opens below Cataclysm, swallowing his drunk, vomit-covered self instantly. As he plumits into the unknown depths, you hear a tinny, "I WANT My friggin bottlllleeeee......" Just before the pit reseals, you hear Finiti's unmistakable cackle echoing up from the abyss: BWAHAHAHAHAHAH!!!!posted in Discussion/OOC
-
RE: PK and Enduring SoulsIndeedly, they should. Sorcerers, as i understand it, are pk-oriented sorta classes, so should get a freezing spell, with an effect like web, but with some cold damage thrown in for kicks. maybe extra length on minotaurs/hell barons.posted in Gossip Archive
-
RE: The ReturnSuddenly, a bright spot appears next to the tree where Nimue sat, staring with one raised eyebrow at the obviously inebriated elf. The spot grew, until it was large enough for the muscular, swarthy looking elf known as Finiti to step through. "Err… sorry 'bout him. Had him locked up in the drunk tank, didn't know he could gate his way out. Musta found a weak spot in the anti-magic shield." Finiti then reaches down and pulls the brown bag from Cataclysm's hand and takes a whiff. His head snaps back as though he'd been kicked by a mule, and his eyes tear up. "Damn crazy kids these days," he mutters, stooping and lifting the heavy-set elf as though he were no more than a bag of feathers. Drag-carrying him back to the portal, he tips his hat at the group, bidding them, "G'day. I'll keep him under surveilance next time." Eying the muddy spot where Cataclysm had fallen, he queries, "Say, is that my button?"posted in Discussion/OOC
-
RE: PK and Enduring Soulsi agree with cata. fights shouldn't last 20 minutes, but they should last at least 3\. when you attack someone who is about even with you in every way, and it lasts 30 seconds, it's just no fun. also, i think that spells should cast a bid faster when you're fighting pvp. not necessarily heal/cure spells, but offensive spells, so people don't just spam circle during a fight, but actually throw some fireballs and such. and we need more ice spells. 'specially the wizard, who i understand is supposed to be very elemental-magic oriented.posted in Gossip Archive
-
RE: Some spell idearswhat, exactly, is the problem with borrowing some spells? and not all of those ideas were unoriginal. just similar to every other spell ever imagined. anyways, people were whining about necros not having any good spells, and about the severe lack of ice spells in the game, so i figured i'd throw some out there. if ya don't like them, ignore them. and cata? tall cliff. you. long walk. soon.posted in Suggestions Archive
-
RE: Remort Racial changesposted in Suggestions Archive
~~@Xavis:~~ > I think that's an awesome idea Dari! Shooooot, Dracons and Dragons should be able to fly anywhere, cause they be using their wings, not magic. So you can't use that stupid excuse that the ocean screws up your magic mojo and you plummet into the ocean :P
well, another thing about the ocean: you get no thermals (columns of rising warm air) over it, meaning you have to power flap your way over it. therefore, oceanic travel should have a heavy mv affect, draining it at 10mv or more. ever seen an albatross or other sea bird flying over the ocean? they have to have really massive wing strength in order to keep it up for any amount of time. -
Some spell idearsposted in Suggestions Archive
Mostly, these ideas come from other games, but some are of my own concoction. i'm trying to make up as many ice spells as possible, being that they're few and far between. see what ya like:
Meteor: summons a huge flaming rock from the heavens, smashing opponents (possibly everyone in the room) and sending firey debris flying. consider a short-lived inferno in the room.
Iceball:This spell creates a heavy ball of ice and sends it cracklingtowards an opponent. The magical attack is much colder and deadlier than normal ice, and can do a great deal of damage. In higher levels, this spell can sometimes create more than one ball of ice.
Ice Wind: This spell allows the caster to freeze the moisture in the air, forming very sharp ice shards which are hurled about in a violent manner. Because it will affect every living being in the room, the spell will initiate combat with otherwise peaceful creatures. There is a chance that the ice will temporarily freeze anyone that it touches.
Magic Lock/Unlock: uses magical forces to unlock/lock doors. basically a mage's version of pick lock (can not be used on pick proof doors)
Magic Bomb: a bomb composed completely of magical energies. possibly motion/time detonated.
Ice Storm: Mostly, these ideas come from other games, but some are of my own concoction. see what ya like:
Meteor: summons a huge flaming rock from the heavens, smashing opponents (possibly everyone in the room) and sending firey debris flying. consider a short-lived inferno in the room.
Iceball:This spell creates a heavy ball of ice and sends it cracklingtowards an opponent. The magical attack is much colder and deadlier than normal ice, and can do a great deal of damage. In higher levels, this spell can sometimes create more than one ball of ice.
Ice Wind: This spell allows the caster to freeze the moisture in the air, forming very sharp ice shards which are hurled about in a violent manner. Because it will affect every living being in the room, the spell will initiate combat with otherwise peaceful creatures. There is a chance that the ice will temporarily freeze anyone that it touches.
Magic Lock/Unlock: uses magical forces to unlock/lock doors. basically a mage's version of pick lock (can not be used on pick proof doors)
Magic Bomb: a bomb composed completely of magical energies. possibly motion/time detonated.
Ice Storm: This spell causes small, localized storm clouds that occasionally spit out freezing shards of ice and cranium-damaging hailstones. (room affecting)
combat blink: spell that causes the caster to temporarily disappear to a distant location during combat, then return immediately. basically a mage's combat defense. may allow a mage to surprise their enemy and get in an extra hit or two before their opponent can retaliate.
Wall of Thorns: This powerful spell creates a close wall of thorny brambles around the area in which it was cast. The resulting thorns will harm most anyone who enters or leaves the room, and there is a chance that the thorns will cause the victim to be poisoned. affects players entering or leaving a pk area, and npc's are always affected.
the following are reccommended for the necromancer/illusionist class:
Disrupt sight: By disabling an opponent's optic nerve, this spell attempts to render the victim sightless. The length of time that the effect remains is dependant upon the level of the caster, and it will cause a decrease in agility and hindrance of most actions if successful. However, the spell can quickly be reversed through magical means. (if necros have blind, just ignore this idea)
spook: This spell allows the necromancer to manipulate the mind of an opponent, instill in them an unnatural terror. If the target is less powerful than the caster, they will attempt to flee for their life, even during non-combat situations.
mental disruption: a counterspell-type spell, but can be used to prevent a spell before the caster even tries to cast it. possible lasting effect, though not long, as that would completely annihilate any spell-casting competition.
end illusionist/necro skills
singularity: creates a pin-point sized, extremely dense gravitational anomaly (basically, a mini-blackhole) in the room, sucking all creatures/people into it, then detonating, shattering the surrounding area with magical flames. doesn't affect the caster/caster's party, and has a low success rate with a high mana cost.
Hydroblast: This spell sends a huge column of water towards an opponent, lifting them into the air and slamming them back down again. If combat is taking place in or near a body of liquid, no water needs to be summoned from the elemental plane, and the extra energy can be used to make the spell's effect even more violent. possible stun effect.
ooze: This spell turns the ground beneath the victim into a slippery puddle of ooze. There is a chance that they will lose their balance, fall to the ground, and not be able to attack or flee until they can stand up again.
ice whip: A spell that should be used for fighting formations. This spell conjures a whip that slashes the enemy, and if more than one person is in the enemy's formation, it would hit all of them.
Fissure: Opens a rift in the ground that shoots up scalding steam, sulfur, flames, what have you. possibly allow creatures from the underworld to come in and gum up the works, or have a chance that bash (currently only useful for taking out the occassional door) will knock the opponent into the fissure, which acts like a death trap.
fist of the heavens: gigantic bolt of holy lightning that flies down out of the heavens (hence the name) hitting your opponent for massive damage. negative aligned creatures get a bit of extra damage.
glacial spike: summons a razor-sharp shard of an underground glacier to skewer an opponent. works fastest if you're near a glacier (i.e., tundra)
blaze: short-lived affect that causes flames to fly up in every room you enter. players... pk... yada yada. you know that already.
decoy: creates a magical mimic of the caster, causing the mimic to be mistaken for the caster and therefore preventing damage/attacks from agro mobs. kinda like the little red blankets that matadors fling around to distract a bull. 'cept it's a magical red blanket.
that's about it for spells. i also suggest the creation of magical quivers/bows/arrows/etc that enhance the munitions that you fire. poison, fire, cold, or magical damage are some ideas.
i need to go ice my wrists.:? -
RE: Minotaurshow 'bout a special helmet for minotaurs, that causes more damage when goring poisons/burns/freezes/etc when goring or make it so you're not allowed to wear helmets whilst thou art goring someone?posted in Adjustments Archive
-
RE: Hellosounds good synner. a little closer to the fourteenth would be best, 'cause i'll be in school, which is where i waste my time mudding. sooo… yeah. good dealposted in Gossip Archive
-
RE: When the game comes back online…i like the message on the front. much more nicer. quick, easy, and you don't have to go rifling through all that porn spam… err, e-mails. :)posted in Discussion/OOC
-
RE: Remort Descriptionsposted in Gossip Archive
~~@Elmah:~~ > Those would be some frightening Seraphim Xavis. > > One thing I thought I'd mention about the Seraph. Aren't they supposed to have some kind of red glow, due to the fact that they are the highest choir of angels? I seem to remember some work that describes them as so anyhow…. > > Well here's another description I can help with.... Hell Baron. > > This is a taken directly from the DOOM manual: > > Tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex > > For those of you who haven't played DOOM, the Barons of Hell were tall bastards, with pink heads and torsos, and brown legs, with dark hooves. They had spiraly horns on their head, and pissed-off looking bovine faces. No tails (that I ever noticed anyway), and the hands were indeed hands, not hooves. > > Like the drow, I think this can vary from player to player... > > But if someone doing the description wants to look at some pictures of a baron of hell.... here. Some site on Doom I found: http://www-lce.eng.cam.ac.uk/~fms27/doomzoo/boss.html
personally, i like the demon for the hellbaron description, in spite of the fact that it's not the namesake. also, i think the arch-vile is a dead ringer for a fiend (vamp remort, for those newbs out there) 'cept he needs wings. so…. food for thought. thar ya go. 8)