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Equipment, spells and such

PostPosted: Thu Feb 15, 2007 8:04 am
by thadiusofx3
I've been jotting down my ideas for equipment and magic and things of that nature.
Here are some of my ideas:


I think there should be some uniformity in equipment area, unlike in Xenimus where some sets have some types of items and other don't. Equipment is not necessarily limited to these types, but every set should include every type. There can be additions to the sets that are not in other sets though, sort of like mystic blade is in xenimus.

Weapons:: Sword, Axe, Mace, Rapier/Short Sword, Dagger, Staff, Wand
Body Armor:: Leather/Cloak/Robe, Scale, Plate, Chain
Helms:: Leather/Hat, Chain, Scale, Plate
Gloves:: Leather, Chain, Plate, Scale
Shields:: Wooden, Buckler, Tower, Scuta

Types:: Common (Unnamed), Sorcery (Magic), Magma/Inferno (Fire), Frost (Ice), Drake/Demon/Phoenix (Dragon), Venom (Acid),
Lightning (Elemental, I figured since EJ doesn't use lightning, why not), Shaman/Enigma (Mystic), Specter/Wraith/Phantom (spirit)


(not necessarily named this)
Magic Spells Forms:: Missile, Wind/Gust, Nova, AOE, DOT, Single Target (no miss), Buffs


So for equipment there would be a piece of equipment of every type:
Common Sword, Common axe, Common Leather Armor, etc
Frost Staff, Frost Chain Gloves, Frost Buckler, etc

And for spells there would be a spell of every form for every type:
Magma Missile, Magma AOE, Magma Single Target, etc
Venom Wind/Gust, Venom Nova, etc


Each type of equipment would give a damage bonus to that type, and also protection from that type.

E.g., Magma Chain Helm: +5% Magma protection, +5% Magma Damage

Tell me what you guys think of these ideas

PostPosted: Thu Feb 15, 2007 11:49 am
by thadiusofx3

PostPosted: Thu Feb 15, 2007 2:25 pm
by Karl G.
I like the ideas--not the spell names so much, but the idea is good.

What are all the numbers in that html file?

PostPosted: Thu Feb 15, 2007 2:43 pm
by thadiusofx3
Oh those aren't the spell names, they are just the different types of spells.

the numbers in that file are weapon damages that I thought sounded good.

PostPosted: Thu Feb 15, 2007 3:35 pm
by Karl G.
Hey that chart looks really good, then!

What are the percentages?

By the way, I can program all of these items in soon :D

PostPosted: Thu Feb 15, 2007 4:25 pm
by Ashlar
my big thing is i would like to see no weapons completely useless like the spirit mace. when it was added it was already irrelevant.

PostPosted: Thu Feb 15, 2007 5:05 pm
by Cletus
Each class should benefit from a certain type of weapon if you don't want them to be useless.

PostPosted: Thu Feb 15, 2007 5:40 pm
by thadiusofx3
Ok this is how I did the percentages. I started with a base of 100% for the sword, which is 10 max dmg on the lowest level, then increased by 10 each weapon type, then I calculated each other weapons damage from that, with axe being 111% of swords damage, rapier being 90%, etc all rounded up, then halved the damage rounded up for the min dmg.

These are just the set weapons, other weapons can be made that are not set items.

PostPosted: Thu Feb 15, 2007 6:39 pm
by Serenity
Epithemi psuche - Basic projectile - = Adegari
astrape - lightning - basic fulgar
Ginomai - many lightning - multi-fulgar
Sepo Sarkikos - rot flesh - tabes
Ios - DOt Poison - vennenum
Ios Nephos - Poison cloud - vennenum nimbus
Ketos nephus - gas form - mutatio nimbus
Reos Phlox - moon beam
Psucho anemos - frost wind - glacial ventus
Anapto anemos - Flame wind - flamma ventus
Ginosco echthros - find enemy - cant remember
heurisko plaules - sense evil - er....
ereunao - see align - eh....
Mageia amenomai - magic defense - extruedare
auxano amenomai - increased defense - tueri
Haima ekkaio - blood boil - ....no real relevence here
anapto - set aflame - flamma
murias apollumi - many death - bomb
apobuano apothnesko - turn undead - obstar malus
epitithemi apothnesko - attack undead - .....
krupto - hide - hide
auxano trecho - increase run - velocitis
arithmos amenomai - group armor - omniultum
anathoo - strengthen - robur
metakaleo apothnesko - summon undead - os saltare


thats most of them I kinda half assidly translated into greek If I remember correctly.. hope you like them

PostPosted: Thu Feb 15, 2007 6:51 pm
by Dark Flame 1
can't we just stick to normal names... I don't want to play and go around saying Looking for ...blah blah blah...

O i think we should do something like d2 then, if we going to do some of this stuff. You know how in d2 if someone gets all the items for a specific set you get a bonus to something. Well i think the same thing for Xen it would make trading for fun and the game more fun i guess.

PostPosted: Thu Feb 15, 2007 6:57 pm
by thadiusofx3
we can't use any of the xenimus names due to copyright issues, so it's rename them or nothing

PostPosted: Thu Feb 15, 2007 7:53 pm
by kuba
Here's my stance on equipment--

I liked how simple items were before all the prefix and suffix attributes were added (of leeching energy blahblah) to xenimus. It just became too much when combined with propping items.

I would prefer to stick to a system like old xenimus (regular items + props) and give items innate abilities according to their class (fire/lightning/mystic/spirit). For example lightning items could have innate's of +14% lightning dmg and 5% chance of shock (hit deals 1.5x or 2x dmg). An example for the spirit mace with a system like this could be +10% on heals and a +5% almus effect. Swords, Axes, and such could have different abilities that were more suited for the appropriate classes.

edit: *btw* we can use lightning, fire, mystic, spirit, etc. as item classes without worrying about copyrights (they're in just about every other rpg), certain items such as Lucrum Animus Staff and classes like Ominex and Dirus, however, would need to be renamed. When it comes to how items and spells work it's in my opinion keeping them similiar to oldschool xen is the best way to go.

PostPosted: Fri Feb 16, 2007 1:41 pm
by 9sam1
kuba wrote:Here's my stance on equipment--

I liked how simple items were before all the prefix and suffix attributes were added (of leeching energy blahblah) to xenimus. It just became too much when combined with propping items.

I would prefer to stick to a system like old xenimus (regular items + props) and give items innate abilities according to their class (fire/lightning/mystic/spirit). For example lightning items could have innate's of +14% lightning dmg and 5% chance of shock (hit deals 1.5x or 2x dmg). An example for the spirit mace with a system like this could be +10% on heals and a +5% almus effect. Swords, Axes, and such could have different abilities that were more suited for the appropriate classes.

edit: *btw* we can use lightning, fire, mystic, spirit, etc. as item classes without worrying about copyrights (they're in just about every other rpg), certain items such as Lucrum Animus Staff and classes like Ominex and Dirus, however, would need to be renamed. When it comes to how items and spells work it's in my opinion keeping them similiar to oldschool xen is the best way to go.


Agreed.

PostPosted: Sat Feb 24, 2007 9:30 pm
by Liberate My Madness
Are you all planning on putting in the cool older spells such as: fireable bomb, crossbomb, crossbeam?


I haven't seen any posts on them(i only check up so often), just thought it would be a cool idea to consider.

PostPosted: Sat Feb 24, 2007 10:29 pm
by Karl G.
Yep, the oldschool spells (and more, eventually) are coming back!

PostPosted: Sat Feb 24, 2007 10:33 pm
by secretrk1313
hey karl why arent you ever on aim?

PostPosted: Sun Feb 25, 2007 1:36 am
by Liberate My Sadness
i was woundering if it was going to be oldschool oldschool xen....such as no level reqs. just one spell not minor... tiron...ect. and the spells just get better as you level therefore not having such a long spell list. when ej put the different levels of spells into the game i recall alot of people quiting because of it.

spin for example. not minor, tiron, medius just normal spin. The higher level you are the more dmg the spell will do. Less confusion that way. Also Sci rings if they will be in PV they should gain them a level completly not just for spells, also for gear if there will be a level req.

PostPosted: Sun Feb 25, 2007 12:45 pm
by Karl G.
secretrk--that was my old AIM address; I don't use it anymore. My new one is "quigate"

Liberate My Sadness - We're aiming for Xenimus as it was just before the spell update. Perhaps with level reqs; maybe not at first though. We'll see how it goes.

PostPosted: Sun Feb 25, 2007 1:17 pm
by thadiusofx3
Don't forget about my level requirements idea!
I think everyone pretty much liked that.

PostPosted: Sun Feb 25, 2007 10:26 pm
by Liberate My Madness
what was your reqs idea thad?


I personally wouldn't mind some to at least be lowered.

PostPosted: Sun Feb 25, 2007 10:36 pm
by Liberate My Madness
Ah, and an idea I had thought would be cool would be to add hats+gloves for every set, ie: spirit/omni hat+gloves, and maybe an omni wand.

PostPosted: Mon Feb 26, 2007 12:55 am
by thadiusofx3
Yeah that was in my plan, I just didn't add wands to the weapon chart because they do no physical damage, and will be based on other things.

PostPosted: Mon Feb 26, 2007 1:04 am
by thadiusofx3

PostPosted: Mon Feb 26, 2007 10:15 am
by Liberate My Madness
Ah very good idea, I support it, no further questions so far.