JhyShy
Member
|
No-Drop Items Part 3; Rhywork V2 Info: Onto No-drop weapons this time and I figured to make them much more stronger than the ones we have right now. Since it'd be pretty redundant if the armor and shields grow stronger but not the weapons, but I honestly feel the Blade of AWE and the Guardian Weapons are in a pretty good spot right now though, so I might as well make new ones Thing to consider: What if Elementalizing was made possible for Adventurers? I know it's long been a Guardian feature but I feel with modern times and lack of good compression items, it's time to throw adventurers at least a bit of bones. My suggestion: Adventurer elementalization be: - Made in Guardian's tower at Nimrod - Strictly limit it to weapons - Armor and shield remain Neutral - Make it cost 30 Tokens instead of Gold - Have this option be locked out to Guardians and converted to the normal guardian elementalization to prevent Guardians from having different No-drop weapon elements from their No-drop armor and shield Mighty/Deft/Mystic Fists MC Harm Melee/Ranged/Magic Club. MC is used for +5% damage Appearance- Fists Cost: Type: Melee/Ranged/Magic Element: Harm Effect: Has no true special Has the usual No Proc Bonus Has +5% damage from MC Description- Your Mighty/Deft/Mystic Fists! Make your enemies feel the power of these hands! Info: A basic but I feel necessary no drop weapon to create, and they're pretty easy to fit in the lore I feel Blade/Spear/Staff of Prime Guardians MC [Element] Melee/Ranged/Magic Weapon. MC is used for increasing the proc rate of the silent specials. Appearance- Guardian Blade but with a mix of the aesthetics of the Blade of AWE Cost: Nothing, but must have unlocked the Ultra-Guardian no drops Type: Melee/Ranged/Magic Element: No-Drop Element Effect: Has no true special Instead of the usual No-proc bonus it does different effects based on the AWE specials - Spiral Carve turns into a direct +Damage boost and is further boosted when aligned - AWE Blast turns into making the weapon auto-hit randomly and has it's damage boosted further when aligned - Health Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +150% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Mana Vampire turns into randomly healing the player's Mana based on damage dealt on that turn, if aligned it boosts the Mana gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Soul Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Guardian Dragon turns into an additional Harm hit after the player's turn (Think like Gingerbrute) - PWD turns into inflicting the opponent with a "Death Seed" basically inflicting PWD on the enemy after their turn Description- Your own soon to be legendary weapon! A mix of modernized UltraGuardian enchantments and Ancient magic and techniques of the old kingdom of Awethur, this is a weapon fit for a legend soon to be born! Info: A basic but I feel necessary no drop weapon to create as well, it's a pretty wonky weapon for the lore, yeah but I feel this would be a good alternative to making a more consistent and 0-proc versions of the AWE weapons without changing the AWE weapons themselves Bow of Prime Guardians MC Ranged [Element] 100-Proc Bow. MC is used for increasing the proc rate of the silent specials. Appearance- Bow but with a mix of the aesthetics of the Blade of AWE and Modern UltraGuardian Aesthetics Cost: Nothing, but must have unlocked the Ultra-Guardian no drops Type: Ranged Element: No-Drop Element Effect: Is a 100-Proc Has no true special Instead of the usual No-proc bonus it does different effects based on the AWE specials - Spiral Carve turns into a direct +Damage boost and is further boosted when aligned - AWE Blast turns into making the weapon auto-hit randomly and has it's damage boosted further when aligned - Health Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +150% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Mana Vampire turns into randomly healing the player's Mana based on damage dealt on that turn, if aligned it boosts the Mana gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Soul Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Guardian Dragon turns into an additional Harm hit after the player's turn (Think like Gingerbrute) - PWD turns into inflicting the opponent with a "Death Seed" basically inflicting PWD on the enemy after their turn Description- Your own soon to be legendary weapon! A mix of modernized UltraGuardian enchantments and Ancient magic and techniques of the old kingdom of Awethur, this is a weapon fit for a legend soon to be born! Info: Ngl, I feel this is just a straight upgrade to the Regular Bow but hey, Guardians have gotta one up Adventurers Scepter of Prime Guardians MC [Element] Magic 100-Proc Wand. MC is used for increasing the proc rate of the silent specials. Appearance- Wand but with a mix of the aesthetics of the Blade of AWE and modern UltraGuardian Aesthetics Cost: Nothing, but must have unlocked the Ultra-Guardian no drops Type: Magic Element: No-Drop Element Effect: Is a 100-Proc Sacrifices 20% of SP for Spells of the no-drop element casted to deal +20% Damage (If it's neutral, it gets reduced to +15% but is applicable to all spells) Has no true special Instead of the usual No-proc bonus it does different effects based on the AWE specials - Spiral Carve turns into a direct +Damage boost and is further boosted when aligned - AWE Blast turns into making the weapon auto-hit randomly and has it's damage boosted further when aligned - Health Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +150% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Mana Vampire turns into randomly healing the player's Mana based on damage dealt on that turn, if aligned it boosts the Mana gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Soul Vampire turns into randomly healing the player based on damage dealt on that turn, if aligned it boosts the health gained to +125% damage dealt, if the player's health is above 75% it simply deals increased damage if proc'd instead - Guardian Dragon turns into an additional Harm hit after the player's turn (Think like Gingerbrute) - PWD turns into inflicting the opponent with a "Death Seed" basically inflicting PWD on the enemy after their turn Description- Your own soon to be legendary weapon! A mix of modernized UltraGuardian enchantments and Ancient magic and techniques of the old kingdom of Awethur, this is a weapon fit for a legend soon to be born! Info: Felt this one to be the one to sacrifice SP instead of the Scepter of AWE Bow of AWE MC [Element] Ranged 100-proc Bow. MC is used for the special Appearance- A bow but with the same Aesthetics as the other AWE weapons Cost: Type: 100-proc ranged Element: No-drop element Effect: Is 100-Proc, 2 hit animation Has 10% special Has the same system as the other AWE weapons Description- Info: Sorry about this Anim, but yeah, a bow of AWE is definitely needed so bad, FD rangers are feening so hard for compression because of this specifically. Bow MC [Element] 100-proc Ranged. MC is used for +4.25 bth (If Guardian) Appearance- Regular Wooden Bow Cost: Type: Ranged Element: No-drop Element Effect: Is 100-Proc, 2 hit animation Has no true special Has the usual No Proc Bonus Has +4.25 Bth from MC if Guardian Description- This Basic Bow with Basic enchantments, it improves as you level up! Info: Adventurers deserve rights too!! Also for those Guardian players that prefer to have no special on their bows Scepter of AWE MC [Element] Magic 100-Proc Wand. MC is used for special Appearance- Staff of AWE (No need to change the size since it's the perfect size for a scepter as well) Cost: Type: Magic Element: No-drop element Effect: Is 100-proc, Uses the beam animation the Dragon Scepter uses (So 4 hits) Sacrifices 7.5% damage to make spells of the no drop element to gain +15% damage (If the no-drop is neutral, it gets reduced to +10% but is applicable to all spells) Has 10% true special Has the same system as the other AWE weapons Description- Same description Info: I usually don't make No-drops sacrifice damage and such since they're supposed to be beginner friendly equipment as well, but I didn't know how to fit in a spellbooster here without making it sacrifice SP and that didn't sit right with me. But I might just change it to do that next time Student's Spellcasting Staff MC [Element] Magic 100-Proc Wand. MC is used for +4.25 Bth Appearance- Wooden Staff (Again, no need to change it, but this time it's because in my opinion the art is already perfect) Cost: Type: Magic Element: No-drop element Effect: Is 100-proc, Uses the spell animation the Magus Staffs uses (So 4 hits) Sacrifices 25% damage to make spells gain +15% damage and +8.5 Bth (If Neutral, boost gets reduced to +7.5% damage and +5 Bth but is applicable to all spells) Has no true special Has the normal no proc bonus Description- This Basic Stave with Basic enchantments uniquely built for spells and students!! It improves as you level up! Info: Figured to make this one specifically weaker than the AWE version, but have more Bth since people might like that! But yeah, in the future I might change this to making it sacrifice SP instead of weapon damage. Tome of Guardians MC [Element] Magic Tome. MC is used for Compression Appearance- Basic Golden Book Cost: Type: Magic Element: No-drop element Effect: Uses Expert Warlic Spells and Guardian Shop Spells as animations based on No-Drop element, if the No-drop element is Neutral it deals random element spells (Stuff like those in Sila's Staff) If spellcasting is unable to be used, it does a Wand attack Spell format is: 1. Overcharged Spell that sacrifices damage for elemental vulnerability (If the No-Drop is neutral, it inflicts Omni Elemental Vulnerability) 2. Normal Spell 3. Efficient Spell that has a +10 Bth Lean 4. Draw Mana Animations Used: Fire - Uses 1. Overcharged Spell Limkragg's Prana (6 Hits) 2. Normal Spell MegaInferno (6 Hits) 3. Efficient Spell Drakkonan's Fury (3 Hits) (I like the idea of making the Adventurer's strongest move be the Guardian's most efficient one or most normal one, shows the gap in experience, etc etc) 4. Draw Mana Water - Uses 1. Overcharged Spell WhirlTide (9 Hits) 2. Normal Spell Riiiptide (6 Hits) 3. Efficient Spell Aquabat Swarm (4 Hits) 4. Draw Mana Wind - Uses 1. Overcharged Spell Brilhado Feathers (8 Hits) 2. Normal Spell Cyclone (5 Hits) 3. Efficient Spell Musical Stomp (4 Hits) 4. Draw Mana Ice - Uses 1. Overcharged Spell Ice Nine (9 Hits) 2. Normal Spell Ice Needles (8 Hits) 3. Efficient Spell Jack Frost in a Box (5 Hits) 4. Draw Mana Earth - Uses 1. Overcharged Spell Earth Fury (6 Hits) 2. Normal Spell Cave Collapse (6 Hits) 3. Efficient Spell Earthsplosion (3 Hits) (Normally, I'd make Cave Collapse an efficient spell, but it felt more lore fitting that Earthsplosion is a more efficient and focused version of Earth Fury) 4. Draw Mana Energy - Uses 1. Overcharged Spell Robear Rampage (6 Hits) 2. Normal Spell MegaGigaHyperShock (6 Hits) 3. Efficient Spell Twig's Ewectic Dishawge (5 Hits) 4. Draw Mana Light - Uses 1. Overcharged Spell Illuminate Ultra (6 Hits) 2. Normal Spell Fwying Wonder (6 Hits) (Twig's love for his crush is too strong to become an efficient spell so it's the regular spell instead) 3. Efficient Spell Luminous Wyrm Strike (3 Hits) 4. Draw Mana Darkness - Uses 1. Overcharged Spell Ninjat Flip-Out (8 Hits) 2. Normal Spell Damnation (4 Hits) 3. Efficient Spell Quester's Antimatter Splatter (4 Hits) 4. Draw Mana Omni Elemental - Uses 1. Overcharged Spell Champions of Lore II (12 Hits) (Same idea as the adventurer one to be honest, the strongest spell a battleonian guardian has in their sleeve is summoning more of their friends, HAHAHAHAHA) 2. Normal Spell Perfect Elemental Unity (8 hits) 3. Efficient Spell Champions of Lore (12 Hits) (12 Hits) 4. Draw Mana Description- The tome of the Guardians! Improves as you level up! Info: I was so close into making this a Tome of AWE, but thinking about, how can you integrate the legendary specials into them? Well, it didn't feel like you could so I figured to go for themeing it to the guardians instead. Alongside that, I figured to make the Adventurer's tome the better one for straightforward damage while this one has versatility in Hit count (That's why none go below 6 hits) and effects (A better Bth on the efficient spell and elemental vulnerability on the Overcharged spell) which of course those effects may come with some downsides but I feel that's warranted. (Also, I wanted to fit here some nostalgic animations that wouldn't have fit with the Adventurer's one due to hit count, especially Ice Nine) Student's Journal MC [Element] Magic Tome. MC is used for Compression Appearance- Basic Brown Book (The one used by Nebron the Mage trainer) Cost: Type: Magic Element: No-drop element Effect: If the player is not a Guardian, the player takes -Bth to compensate Uses Beginner Warlic Spells as animations based on No-Drop element, if the No-drop element is Neutral it deals random element spells (Stuff like those in Sila's Staff) If spellcasting is unable to be used, it does a Wand attack Spell format is: 1. Overcharged Spell 2. Normal Spell 3. Efficient Spell 4. Draw Mana Animations Used: Fire - Uses 1. Overcharged Spell Drakkonan's Fury (3 Hits) 2. Normal Spell Meteors (3 Hits) 3. Efficient Spell Arrows of Virtue (2 Hits) 4. Draw Mana Water - Uses 1. Overcharged Spell Aquabat Swarm (4 Hits) 2. Normal Spell Tentacle Fury (3 Hits) (It's rare? Yeah I know but it's a shame to keep it rare, it fits with the aesthetic and themes too) 3. Efficient Spell Torturous Torrent (2 Hits) 4. Draw Mana Wind - Uses 1. Overcharged Spell Musical Stomp (4 Hits) 2. Normal Spell Vortex (3 Hits) 3. Efficient Spell Deadly Dunce Dust (2 Hits) 4. Draw Mana Ice - Uses 1. Overcharged Spell Jack Frost in a Box (5 Hits) (Guardian only? I DON'T CARE LET ME COPE ;_; It fits with the aesthetic) 2. Normal Spell Ice Dragon Spirit (3 Hits) 3. Efficient Spell Vile Shadow (2 Hits) 4. Draw Mana Earth - Uses 1. Overcharged Spell Cave Collapse (6 Hits) 2. Normal Spell Moglin War Party (4 Hits) (Now we're 2 for 2 on ugly moglin earth spells, who would have thought, also, I really wish I could have used Earth Rage for this one but it's sadly two hits, but it looks like 5 hits though!!) 3. Efficient Spell Ebil Pencil (2 Hits) 4. Draw Mana Energy - Uses 1. Overcharged Spell Twig's Ewectic Dishawge (5 Hits) 2. Normal Spell BigZapAttack (4 Hits) 3. Efficient Spell Arm-Ageddon (3 Hits) 4. Draw Mana Light - Uses 1. Overcharged Spell Fwying Wonder (6 Hits) 2. Normal Spell 5th Day of Frostval (5 Hits) 3. Efficient Spell Guardian Skyblade (3 Hits) 4. Draw Mana Darkness - Uses 1. Overcharged Spell Damnation (4 Hits) 2. Normal Spell Ghost Blast(4 Hits) 3. Efficient Spell Fossilized Dracolich Femur (3 Hits) 4. Draw Mana Omni Elemental - Uses 1. Overcharged Spell Champions of Lore (12 Hits) (Yeah, I got to agree that this is too many hits but I do love the idea that the strongest spell of an adventurer in battleon is summoning their friends) 2. Normal Spell 8th Day of Frostval (8 hits) (Too many hits? I don't care, it fits the aesthetic and it doesn't matter anyways since Adventurers are stuck with earth as their no drop so they can't even use this spell unless they turn guardian...) 3. Efficient Spell Colored Pencils (8 Hits) 4. Draw Mana Description- A basic scholarly journals with Basic spells on them! Improves as you level up! Info: Okay, so when I say Beginner spells, I mean like BEGINNER BEGINNER, this is strictly an inferior copy of the Tome of the Guardians when it comes to hit count, also I wanted to make this an excuse for a nostalgia trip when it comes to animations HAHAHAHAHHA. I specifically chose the animations that would make players go "Wow this is early game" or "Wow, this is OLD" alongside that I wanted to make this the more basic tome compared to the Guardian version, which may entice others so there's a reason to go back to this. But then again, Adventurers can't even elementalize their no drops, so literally, there is no point in creating a hit count disparity aside from the earth spell because Adventurers are stuck with earth as their no-drop weapon, and that SUCKS. I'll think about that at some point. Edits: -Lowered Scepter of AWE's Spell Damage buff to 15% from 25% as to not step too much on the toes of Cutlasses for completely free -Lowered Scepter of Prime Guardian's as well for the same reason -Added different Animations for the tomes as to not make them boring, still stuck with the animation aesthetic and themes though -Clarified that the spell boosts are for the no drop element, and if it's neutral it gets weaker -Removed the need for collecting all the AWE pieces to unlock Prime weapons, so they're easier to unlock as a result -Added "Thing to Consider" at the top
< Message edited by JhyShy -- 3/3/2025 10:44:49 >
|