Post by One on Mar 19, 2009 14:13:03 GMT -6
summoners use the subjugate attack to turn enemies that are at low health
into grimoire that can be used to conjure them any time. these are called
guardians -- summoners can only have one active at a time. you may keep
as many grimoires as you like. guardians and their grimoires are linked,
they gain exp and thus levels if you keep their grimoire around.
A summoner may only use one guardian at a time, but may make minions
until their max pet limit is reached.
minions - the art of summoning small, typically weak assistants to attack your enemies
these all have very low health but have fairly decent other stats. they lose health
over time and eventually die. no hard cap, just based on charisma.
==========
10 earth - solid tanky golem type
20 air - ranger, evasive attacker elemental type
30 ice - high damage decent armor golem
40 fire - high int elemental type, decent phys attack, very fragile
50 water - medium stats elemental type
60 electric - high int evasive elemental type
70 blood - vampiric high damage golem, sustains its own health if not focused on too heavily.
80 mirror - glass cannon holy golem type but it has permanent magic reflection
90 blade - warlord type physical damager
100 chaos - savant type magical damager
theurgy - the art of summoning various magicks to aid the summoner or his/her group members
==========
10 theurgicshield - target receives armor buff and increased crit chance
20 primordialbolt- single, slow magic hit, strikes for extra damage to targets of poison, dark, holy
element or creatures of otherworldly origin such as ghosts, angels, gods, etc.
30 accretion - heals target for 15% health and vitality and applies a short duration small bonus to
hit chance, damage roll, and magic roll. this buff can be applied multiple times to increase the
amount given to these statistics, but the duration does not increase. restarts when it fades.
40 rubyshield - target takes 50% less spell damage for short duration and attacker takes the other 50% of
magic damage.
50 simulacre - summons a copy of the summoner to replace and protect him or her.
60 lifeshield - short duration reverse damage shield buff that restores 2% max health to the target when struck.
70 fusionbolt - damages target and heals summoner+guardian for dmg portion.
80 antishieldpulse - ae anti-armor magic damage hit, that also reduces victims armor.
90 lifestream - heals the target for half of the current health of the summoner.
100 havocwing - semi-ae magic hit and places a vorpal wound upon the target.
guardian - abilities that make use of your guardian or help you and your guardian
=========
10 impact - (requires guardian) physical attack to one target with chance to knock down.
20 swirl - (requires guardian) damaging attack to one target, temporarily increases guardian's evasion.
30 frenetic - (requires guardian) guardian counters all direct physical hits for a short time.
40 outcry- (requires guardian) ae magic damage with chance of stun.
50 warden - (requires guardian) guardian takes all damage summoner would have taken
for a short time.
60 airborne - (requires flying guardian) hop on guardian to deliver big physical hit.
uses the turns of both summoner and guardian.
70 deathbinding - (requires guardian) +50% spell damage for summoner, +100% for guardian.
does not stack with lifebinding. cannot use until the other fades.
80 vestigialbreath - (requires guardian) AE breath attack for element of guardian.
90 lifebinding - (requires guardian) +50% healing done from summoner and +100% from guardian.
does not stack with deathbinding. cannot use until the other fades.
100 laststand - (requires guardian) guardian becomes invulnerable for short duration. only usable if guardian
is below 50% life. guardian is slightly less able to keep aggro for duration.
------
(pre-actual creation, before balance adjustments etc)
minions - the art of summoning small, typically weak assistants to attack your enemies
these all have very low health but have fairly decent other stats. they lose health
over time and eventually die. no hard cap, just based on charisma.
==========
10 earth - solid tanky golem type
20 air - ranger, evasive attacker elemental type
30 ice - high damage decent armor golem
40 fire - high int elemental type, decent phys attack, very fragile
50 water - medium stats elemental type
60 electric - high int evasive elemental type
70 blood - vampiric high damage golem, sustains its own health if not focused on too heavily.
80 mirror - glass cannon holy golem type but it has permanent magic reflection
90 blade - warlord type physical damager
100 chaos - savant type magical damager
theurgy - the art of summoning various magicks to aid the summoner or his/her group members
==========
10 theurgicshield - target receives armor buff, increased crit chance and takes 20% reduced physical damage
for a few minutes.
20 primordialbolt- single, slow magic hit, strikes for extra damage to targets of poison, dark, holy
element or creatures of otherworldly origin such as ghosts, angels, gods, etc.
30 accretion - heals target for 15% health and vitality and applies a short duration small bonus to
hit chance, damage roll, and magic roll. this buff can be applied multiple times but contributes
toward total buff limit, thus should be used with care if the user already uses a lot of buffing abilities.
40 rubyshield - target takes 50% less spell damage for short duration and attacker takes the other 50% of
magic damage.
50 simulacre - summons a copy of the summoner to replace and protect him or her. the summoner will be
segmented off from combat and invulnerable for a short time, preventing all aggressive actions in/out.
60 lifeshield - reverse damage shield buff that restores 5% health to the target when struck.
70 fusionbolt - damages target and heals summoner+guardian for dmg portion.
80 antishieldpulse - ae anti-armor magic damage hit, that also reduces victims armor.
90 lifestream - heals the target for half of the current health of the summoner.
100 havocwing - semi-ae magic hit and places a vorpal wound upon the target.
guardian - abilities that make use of your guardian or help you and your guardian
=========
10 impact - (requires guardian) physical attack to one target with chance to stun.
20 swirl - (requires guardian) damaging attack to one target with chance to knock down.
temporarily increases guardian's evasion.
30 frenetic - (requires guardian) guardian counters all direct physical hits for a short time.
40 outcry- (requires guardian) ae magic damage with chance of stun.
50 warden - (requires guardian) guardian takes all damage summoner would have taken
for a short time.
60 airborne - (requires flying guardian) hop on guardian to deliver big physical hit.
uses the turns of both summoner and guardian.
70 deathbinding - (requires guardian) doubles spell damage done for summoner and guardian.
does not stack with lifebinding. cannot use until the other fades.
80 vestigialbreath - (requires guardian) ae breath attack for element of guardian.
90 lifebinding - (requires guardian) doubles healing affect received for summoner and guardian.
does not stack with deathbinding. cannot use until the other fades.
100 laststand - (requires guardian) guardian becomes invulnerable for short duration. only usable if guardian
is below 50% life. guardian is slightly less able to keep aggro for duration.
basic skills and spells
-----------------------
create food
create water
dodge
meditate
healing glyph
healing rain - as druid
inferno - as druid
summon - summoners use this spell a bit differently from others
monsters summoned using this spell will come to the summoner
charmed and ready to do the summoner's bidding.
it functions normally against players.
gate - considering adding gate to summoners, the one that used to be for necromancers. although the spell may be saved for another use
especially if you can think of a good one.
(Older concept below)
guardian types
--------------
bestial guardians: animal lizard avian giant
mythic guardians: mythical dragon demon
otherworldly guardians: golem angel elemental
skill category rundown (a lot of these have temporary names or concepts)
----------------------
bestial
-------
10 tear - (animal hit) fast attack to one target with chance to stun.
20 redouble - (animal def) grants 50% haste to guardian and recovers up to 30% of
current health/mana/vitality.
30 slither - (lizard hit) damage over time attack + regen upon guardian.
40 naturalcamouflage - (lizard def) camo-like effect for summoner and guardian,
plus guardian receives 20% less damage from any source for a while.
50 swoop - (avian hit) damaging attack to one target with chance to knock down.
60 weave - (avian def) guardian becomes evasive and will avoid 50% of all hits for a short while.
70 stepon - (giant hit) single large slow attack.
80 trygetpast - (giant def) guardian prevents attacks upon summoner. anytime the summoner is hit the guardian will take the hit instead.
90 woodguard - (any bestial grp) gives a thorns affect to your guardian that retaliates damage.
100 bestial howl - (any bestial grp) instantly heals guardian for 30% max health and increases damage
done by guardian by 20% for a few minutes.
mythic
------
10 demonwing - (demon hit) single large hit and places a vorpal wound upon the target.
20 wickeddefense - (demon def) anytime the demon is hit by any spell it recovers 5%
health/mana/vitality. can work as an additional heal, also.
30 guardianbreath - (dragon hit) ae breath attack for element of guardian.
40 wingwrap - (dragon def) big armor boost and damage reduction by 25% taken for dragon, dragon also does 50% less damage though.
50 mythicroar- (mythical beast hit) ae stun with small damage in element of guardian.
60 rearup - (mythical beast def) guardian counters all physical hits for a short time.
70 vitalenergy - (any mythic grp) heals guardian for an amount of health equal to the number of vitality they have.
80 guardianflight - (requires flying mythic grp) hop on guardian to deliver big hit.
uses the turns of both summoner and guardian.
90 critical - (any mythic grp) an odd buff that increases crit chance for everyone else in the summoner's group except for the guardian and summoner.
100 last stand - (any mythic grp) guardian becomes invulnerable for short duration. only usable if guardian
is below 50% life. guardian is slightly less able to keep aggro for duration.
otherworldly
------------
10 elementalbolt- (elemental hit) single large elemental hit based on guardian.
20 elementalshielding - (elemental def) guardian and summoner receive 50% less spell damage for short
duration. also grants an elemental thorn-like effect vs physical damage.
30 antishieldpulse- (golem hit) anti-armor hit upon target.
40 golemshield - (golem def) guardian and summoner receive large armor boost for a few minutes.
50 blackfeathers - (angel hit) damages target and heals summoner+guardian for dmg portion.
60 guardianangel - (angel def ) buff that restores 10% health for summoner or guardian when struck.
70 planar shift - (any otherworldly grp) causes summoner to phase out and becoming invulnerable for a short time
or until his or her guardian is slain. cannot perform any complex action
while shifted. repeat the command to cancel.
80 lifebinding - (any otherworldly grp) doubles healing affect received for both summoner and guardian. does not stack with deathbinding.
90 deathbinding - (any otherworldly grp) doubles spell damage done for both summoner and guardian. does not stack with lifebinding.
100 empathy - (any otherworldly grp) heals the guardian for half of the current health of the summoner.
(Older concept above here)
If you have any better ideas for names of the skills or new concepts
for the blank ones -- I'd like to hear em. Any skill that you think
are too similar to an existing one? What do you think summoners
should do?
into grimoire that can be used to conjure them any time. these are called
guardians -- summoners can only have one active at a time. you may keep
as many grimoires as you like. guardians and their grimoires are linked,
they gain exp and thus levels if you keep their grimoire around.
A summoner may only use one guardian at a time, but may make minions
until their max pet limit is reached.
minions - the art of summoning small, typically weak assistants to attack your enemies
these all have very low health but have fairly decent other stats. they lose health
over time and eventually die. no hard cap, just based on charisma.
==========
10 earth - solid tanky golem type
20 air - ranger, evasive attacker elemental type
30 ice - high damage decent armor golem
40 fire - high int elemental type, decent phys attack, very fragile
50 water - medium stats elemental type
60 electric - high int evasive elemental type
70 blood - vampiric high damage golem, sustains its own health if not focused on too heavily.
80 mirror - glass cannon holy golem type but it has permanent magic reflection
90 blade - warlord type physical damager
100 chaos - savant type magical damager
theurgy - the art of summoning various magicks to aid the summoner or his/her group members
==========
10 theurgicshield - target receives armor buff and increased crit chance
20 primordialbolt- single, slow magic hit, strikes for extra damage to targets of poison, dark, holy
element or creatures of otherworldly origin such as ghosts, angels, gods, etc.
30 accretion - heals target for 15% health and vitality and applies a short duration small bonus to
hit chance, damage roll, and magic roll. this buff can be applied multiple times to increase the
amount given to these statistics, but the duration does not increase. restarts when it fades.
40 rubyshield - target takes 50% less spell damage for short duration and attacker takes the other 50% of
magic damage.
50 simulacre - summons a copy of the summoner to replace and protect him or her.
60 lifeshield - short duration reverse damage shield buff that restores 2% max health to the target when struck.
70 fusionbolt - damages target and heals summoner+guardian for dmg portion.
80 antishieldpulse - ae anti-armor magic damage hit, that also reduces victims armor.
90 lifestream - heals the target for half of the current health of the summoner.
100 havocwing - semi-ae magic hit and places a vorpal wound upon the target.
guardian - abilities that make use of your guardian or help you and your guardian
=========
10 impact - (requires guardian) physical attack to one target with chance to knock down.
20 swirl - (requires guardian) damaging attack to one target, temporarily increases guardian's evasion.
30 frenetic - (requires guardian) guardian counters all direct physical hits for a short time.
40 outcry- (requires guardian) ae magic damage with chance of stun.
50 warden - (requires guardian) guardian takes all damage summoner would have taken
for a short time.
60 airborne - (requires flying guardian) hop on guardian to deliver big physical hit.
uses the turns of both summoner and guardian.
70 deathbinding - (requires guardian) +50% spell damage for summoner, +100% for guardian.
does not stack with lifebinding. cannot use until the other fades.
80 vestigialbreath - (requires guardian) AE breath attack for element of guardian.
90 lifebinding - (requires guardian) +50% healing done from summoner and +100% from guardian.
does not stack with deathbinding. cannot use until the other fades.
100 laststand - (requires guardian) guardian becomes invulnerable for short duration. only usable if guardian
is below 50% life. guardian is slightly less able to keep aggro for duration.
------
(pre-actual creation, before balance adjustments etc)
minions - the art of summoning small, typically weak assistants to attack your enemies
these all have very low health but have fairly decent other stats. they lose health
over time and eventually die. no hard cap, just based on charisma.
==========
10 earth - solid tanky golem type
20 air - ranger, evasive attacker elemental type
30 ice - high damage decent armor golem
40 fire - high int elemental type, decent phys attack, very fragile
50 water - medium stats elemental type
60 electric - high int evasive elemental type
70 blood - vampiric high damage golem, sustains its own health if not focused on too heavily.
80 mirror - glass cannon holy golem type but it has permanent magic reflection
90 blade - warlord type physical damager
100 chaos - savant type magical damager
theurgy - the art of summoning various magicks to aid the summoner or his/her group members
==========
10 theurgicshield - target receives armor buff, increased crit chance and takes 20% reduced physical damage
for a few minutes.
20 primordialbolt- single, slow magic hit, strikes for extra damage to targets of poison, dark, holy
element or creatures of otherworldly origin such as ghosts, angels, gods, etc.
30 accretion - heals target for 15% health and vitality and applies a short duration small bonus to
hit chance, damage roll, and magic roll. this buff can be applied multiple times but contributes
toward total buff limit, thus should be used with care if the user already uses a lot of buffing abilities.
40 rubyshield - target takes 50% less spell damage for short duration and attacker takes the other 50% of
magic damage.
50 simulacre - summons a copy of the summoner to replace and protect him or her. the summoner will be
segmented off from combat and invulnerable for a short time, preventing all aggressive actions in/out.
60 lifeshield - reverse damage shield buff that restores 5% health to the target when struck.
70 fusionbolt - damages target and heals summoner+guardian for dmg portion.
80 antishieldpulse - ae anti-armor magic damage hit, that also reduces victims armor.
90 lifestream - heals the target for half of the current health of the summoner.
100 havocwing - semi-ae magic hit and places a vorpal wound upon the target.
guardian - abilities that make use of your guardian or help you and your guardian
=========
10 impact - (requires guardian) physical attack to one target with chance to stun.
20 swirl - (requires guardian) damaging attack to one target with chance to knock down.
temporarily increases guardian's evasion.
30 frenetic - (requires guardian) guardian counters all direct physical hits for a short time.
40 outcry- (requires guardian) ae magic damage with chance of stun.
50 warden - (requires guardian) guardian takes all damage summoner would have taken
for a short time.
60 airborne - (requires flying guardian) hop on guardian to deliver big physical hit.
uses the turns of both summoner and guardian.
70 deathbinding - (requires guardian) doubles spell damage done for summoner and guardian.
does not stack with lifebinding. cannot use until the other fades.
80 vestigialbreath - (requires guardian) ae breath attack for element of guardian.
90 lifebinding - (requires guardian) doubles healing affect received for summoner and guardian.
does not stack with deathbinding. cannot use until the other fades.
100 laststand - (requires guardian) guardian becomes invulnerable for short duration. only usable if guardian
is below 50% life. guardian is slightly less able to keep aggro for duration.
basic skills and spells
-----------------------
create food
create water
dodge
meditate
healing glyph
healing rain - as druid
inferno - as druid
summon - summoners use this spell a bit differently from others
monsters summoned using this spell will come to the summoner
charmed and ready to do the summoner's bidding.
it functions normally against players.
gate - considering adding gate to summoners, the one that used to be for necromancers. although the spell may be saved for another use
especially if you can think of a good one.
(Older concept below)
guardian types
--------------
bestial guardians: animal lizard avian giant
mythic guardians: mythical dragon demon
otherworldly guardians: golem angel elemental
skill category rundown (a lot of these have temporary names or concepts)
----------------------
bestial
-------
10 tear - (animal hit) fast attack to one target with chance to stun.
20 redouble - (animal def) grants 50% haste to guardian and recovers up to 30% of
current health/mana/vitality.
30 slither - (lizard hit) damage over time attack + regen upon guardian.
40 naturalcamouflage - (lizard def) camo-like effect for summoner and guardian,
plus guardian receives 20% less damage from any source for a while.
50 swoop - (avian hit) damaging attack to one target with chance to knock down.
60 weave - (avian def) guardian becomes evasive and will avoid 50% of all hits for a short while.
70 stepon - (giant hit) single large slow attack.
80 trygetpast - (giant def) guardian prevents attacks upon summoner. anytime the summoner is hit the guardian will take the hit instead.
90 woodguard - (any bestial grp) gives a thorns affect to your guardian that retaliates damage.
100 bestial howl - (any bestial grp) instantly heals guardian for 30% max health and increases damage
done by guardian by 20% for a few minutes.
mythic
------
10 demonwing - (demon hit) single large hit and places a vorpal wound upon the target.
20 wickeddefense - (demon def) anytime the demon is hit by any spell it recovers 5%
health/mana/vitality. can work as an additional heal, also.
30 guardianbreath - (dragon hit) ae breath attack for element of guardian.
40 wingwrap - (dragon def) big armor boost and damage reduction by 25% taken for dragon, dragon also does 50% less damage though.
50 mythicroar- (mythical beast hit) ae stun with small damage in element of guardian.
60 rearup - (mythical beast def) guardian counters all physical hits for a short time.
70 vitalenergy - (any mythic grp) heals guardian for an amount of health equal to the number of vitality they have.
80 guardianflight - (requires flying mythic grp) hop on guardian to deliver big hit.
uses the turns of both summoner and guardian.
90 critical - (any mythic grp) an odd buff that increases crit chance for everyone else in the summoner's group except for the guardian and summoner.
100 last stand - (any mythic grp) guardian becomes invulnerable for short duration. only usable if guardian
is below 50% life. guardian is slightly less able to keep aggro for duration.
otherworldly
------------
10 elementalbolt- (elemental hit) single large elemental hit based on guardian.
20 elementalshielding - (elemental def) guardian and summoner receive 50% less spell damage for short
duration. also grants an elemental thorn-like effect vs physical damage.
30 antishieldpulse- (golem hit) anti-armor hit upon target.
40 golemshield - (golem def) guardian and summoner receive large armor boost for a few minutes.
50 blackfeathers - (angel hit) damages target and heals summoner+guardian for dmg portion.
60 guardianangel - (angel def ) buff that restores 10% health for summoner or guardian when struck.
70 planar shift - (any otherworldly grp) causes summoner to phase out and becoming invulnerable for a short time
or until his or her guardian is slain. cannot perform any complex action
while shifted. repeat the command to cancel.
80 lifebinding - (any otherworldly grp) doubles healing affect received for both summoner and guardian. does not stack with deathbinding.
90 deathbinding - (any otherworldly grp) doubles spell damage done for both summoner and guardian. does not stack with lifebinding.
100 empathy - (any otherworldly grp) heals the guardian for half of the current health of the summoner.
(Older concept above here)
If you have any better ideas for names of the skills or new concepts
for the blank ones -- I'd like to hear em. Any skill that you think
are too similar to an existing one? What do you think summoners
should do?