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New character option: THE GOLEM - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Arts & Entertainment (https://www.southperry.net/forumdisplay.php?fid=12) +--- Forum: Expressive Arts (https://www.southperry.net/forumdisplay.php?fid=70) +---- Forum: MapleAdditions (https://www.southperry.net/forumdisplay.php?fid=86) +---- Thread: New character option: THE GOLEM (/showthread.php?tid=9324) |
New character option: THE GOLEM - Alloy - 2009-03-16 OK, we have the adventurers, and the knights of Cygnus... Now, we get... The golem! (MAX LEVEL: 50) But how would this work!? Well, you start off as an adventurer. Imagine the golem as another summon, stacking with the existant ones, moving like a pet... BUT! There's a little difference! You get to play with it too! HOW IT WORKS! When you reach lv 100 on your adventurer, you start a quest in Magatia to create life, from Eurete. All seems normal here, and you get the stuff needed, and give it in... Then, you need to name your little baby. You are informed you can only have one of each of those. After that... You log off, and start in your new character slot, where there's something like a stone instead of a character. You double click it, and start with your new creation. You start off in a workshop, where your little "stone" has a face. There you are, a little new born Golem, with no soul yet. You hover around, like a simple summon like a sprite, only you seem to lack an element. You are nothing but a grey blob. Eurete teaches you the basics on a Magatia ambiented place, killing low level monsters. At the end of the tutorial, you get to leave the workshop, in a quest to obtain a soul. And who can help you more than the Job masters in Victoria island? So you get teleported to Lith Harbor. At level 10, you can get your soul. NOW comes the tricky part. Depending on where you take your "first job" will determine what kind of soul you can choose. Here's a list: Warrior: Earth - Organic - Metal Thief: Poison - Darkness - Speed Wizard: Fire - Ice - Holy Bowman: Wind - Plant - Accuracy Pirate: Water - Electric - Machine You have 3 choices at each job, and once you choose one... YOU NOW HAVE A HEAD. Your appareance changes accordingly, and it will remain like that forever. Now onto the other advancements... More tricky parts: 1st Advancement: Head. (level 10) 2nd Advancement: Body. (level 20) 3rd Advancement: Arms. (level 30) 4th Advancement: Legs. (level 40) 5th advancement: Aura. (level 50) Each advancement lets you choose between all the elements again, letting you combine them, or go "pure build". Every level, you get to level up your attacking skills, as well as a different tag: SUPPORT SKILLS. You get separate points for these, and they give support to the master. Depending on the skill, the golem needs or doesn't need to be summoned for them to be active. ALSO. About the growth of the golem... Well, he lacks a monster book, to begin with. However, all cards collected by him are stored in his master's book! Also, his level is restricted to his master's, because of the bond: You can only have it level until "his master's level"/4. This means, on level 100, your golem can only reach lv 25 (Yes, the aura is reserved to lv 200s). As you level, your new summon will get slowly stronger. AH, about that summon... SUMMONING THE GOLEM: You get a new skill, with Cooldown included. "Summon Golem". You bring your golem to where you are! ACTUALLY, the fun thing is that when you log on your golem again, you'll appear in the map were your summon time passed off (or the map you'd appear on if you logged in there :p). After the golem gets summoned: 1- The golem automatically attacks monsters near using the attacking skills you leveled up on him. Using mob skills on mobs, and single on single ones (In a simplified way) 2- It can't be dispeled. It doesn't take damage either. It's just another summon. 3- After a set time (that can vary, check below), the summon will retreat to rest and recover. NOW, about the skills... EACH element has a set of different skills. And each body part has different skills on each. Therefore, combining them properly is crucial, even considering the master's class. EXAMPLES: -Speed legs could end up increasing your maximum speed and jump by 10, ending up to a max of 150, and 133, while it's summoned. -Poison arms can poison enemies as an attack from the golem. -Metal body reduces the damage you take by 10% when maxed. Stacking with achilles... -Wind legs give a chance of avoiding completely any enemy attack. Stacks with the thief's fake. -Holy aura (lv 200) protects from any status changes INCLUDING seduce and zombify while golem's summoned. -Organic body makes you heal 10% of the damage from every hit you land. AND SO ON. If this gets implemented, I'd be OH SO HAPPY. ![]() Also, I might have forgotten something. If you have any doubts on what I wrote, simply post it! New character option: THE GOLEM - Cyadd - 2009-03-16 This actually sounds quite interesting. Carry on. New character option: THE GOLEM - crewe127 - 2009-03-16 Sounds like editted Knights of Cygnus. Although I like the elements, and every 10 levels. New character option: THE GOLEM - KajitiSouls - 2009-03-16 Mmm vampirism effect xD This seems like a very troublesome idea to implement, but on the plus side it's a lot like owning your own familiar which you can breed and grow. It's not bad at all. New character option: THE GOLEM - Takebacker - 2009-03-16 10% heal for every attack is way overpowered. 2-3% heal might be too much for appled warriors even. 30% heal drain? Good lord, i'd cum. New character option: THE GOLEM - Alloy - 2009-03-16 Takebacker Wrote:10% heal for every attack is way overpowered. 2-3% heal might be too much for appled warriors even. Actually, that'd be only while the golem is summoned... And you'd have to drop all other body options! The point is to choose, and depending on the class, it can be more helpful. Ranged? VERY. Warriors? Kinda. Not DKs, at least. Clerics? NO. And some other effects could happen around. I'm also considering on adding an extra skill for the golem to share on the master... Maybe on the arms part, for example, or body. Like: Accuracy skill: Focus: For a short ammount of time, you and your party have a 100% mastery on your weapon. Only usable once per summon. Metal skill: Unbreakable: For a short ammount of time, reduce all magic attack incoming damage to 1. (1/1 included). Only usable once per summon. Water skill: Push enemies with a water stream. Low damage, but low delay. Machine skill: Target a single enemy, that your golem will keep shooting at until it dies, or the golem leaves. PLENTY of possibilities. But you have to choose! New character option: THE GOLEM - KajitiSouls - 2009-03-16 Takebacker Wrote:10% heal for every attack is way overpowered. 2-3% heal might be too much for appled warriors even. There's nothing saying that organic anything-else-that's-not-the-body would give you 10% of your damage in healing. Well, not right now anyways. New character option: THE GOLEM - Hazzy - 2009-03-16 I've always wanted a pet rock. <3 |