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World Spellbooks And New Merchants

Discussion in 'General Suggestions' started by calyonous, Jan 20, 2018.

?

Yes or No?

  1. Yes

    4 vote(s)
    22.2%
  2. No

    9 vote(s)
    50.0%
  3. It was a stupid idea in the first place (No)

    5 vote(s)
    27.8%
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  1. calyonous

    calyonous Conjurer of Ahmsord | Prince of Dern VIP+

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    Spellbooks
    A renewed idea.
    Spellbooks are a new concept that can store up to 12 spells that can be collected in various ways. They are sold by the Spell Merchant (check " About the Spell Merchant and Dungeon Master") located near Almuj, which are unlockable at level 30.
    3 Spaces ........... 1 LE
    6 Spaces ........... 5 LE
    9 Spaces ........... 8 LE
    12 Spaces .......... 12 LE
    For example, puzzles could be added (like korok seeds in BoTW) in bare places in the provinces of Wynn, Corkus, and Gavel that reward you with emeralds, weapons, or spells.
    - You can choose if you want to save a spell or delete it when you collect it.
    - Spells can be erased in the spellbook.
    - Only 2 spellbooks can be used at any time.
    - Spells can be extracted at a new "Spell Merchant" that can take them out of your spellbook and into an item that, when used at a spell merchant with your spellbook, can be moved back into the spellbook. This would make trading spells a reality.
    - Certain quests can give spells via a boss or a puzzle.
    - They can also be rewarded with dungeons (See "About the Spell Merchant and Dungeonmaster")
    Another possibility of spellbooks is that integration of the 1.9 duel-wielding can work with the spellbooks - as in you can hold it in your off hand for it to work.

    These new spell merchants will have two different uses: Transferring spells into items and buying spells as items to integrate into your spellbook.
    Spell Merchants will exist on each town's outskirts. For example, in Ragni, the Spell Merchant will live between the pigmen's ravines and the wall of Ragni. Different spells will be sold by each merchant - They will vary based on the element of the area and the level of the area.

    However, there can be some spells that are taught by another new merchant - the dungeon master. These merchants work as bosses in all of the dungeons on a fork in the road, for example, in the Decripit Sewers, you can choose to either go through the actual dungeon or go through an alternative path towards the dungeon master.
    Successfully killing the dungeon master will have a 25% chance of dropping either a spell (check "Dungeon and Buyable Spells"), or a (legendary, rare, unique; dependant on the dungeon!)-tier weapon of all [free] classes. However, it has a 50% chance of emeralds being dropped dependant on how hard the dungeon is.

    The spellbook will have a list of spells when you open it.
    The spells will have buttons under them that allows you to select them.
    Once selected, you put the spellbook into your main hand (using the F key) and hold shift and press Q to
    use the spell. Each spell takes up one page, or slot, of your spellbook.
    Pressing [Unselect] makes SHIFT+Q do nothing.
    Pressing [Erase] erases the spell from the spellbook perminently.
    Spell Name
    Lore of Spell
    Effects of Spell
    Cooldown of Spell
    [Select] [Unselect] [Erase]
    Impenetrable Force
    A spell developed by skilled mages of Ragni.
    Damage is halved for 1 minute.
    Cooldown: 3 Minutes
    [Select] [Unselect] [Erase]

    each merchant has a warp spell to the city it is closest to.
    (City) Warp :
    Warp to (City) at any given moment.
    (Cooldown: 10 Minutes)

    Wynn Province Buyable Spells
    Ragni Spell Merchant
    Impenetrable Force :
    Damage taken is halved for 1 minute
    (Cooldown: 3 Minutes)

    Detlas Spell Merchant
    Central Square :
    Call upon the energy of Detlas and attack all enemies in a 4 block radius (16 blocks around you) for 100 damage.
    (Cooldown: 6 minutes)

    Almuj Spell Merchant
    Lightning Frenzy :
    All enemies in the immediate area (6 block radius - 36 blocks)
    (Cooldown: 5 minutes)

    Rymek Spell Merchant
    Thieving Blow :
    Steal the damage given from the enemy and repel it back to them. (Parrying)
    (Cooldown: 30 seconds)

    Nesaak Spell Merchant
    Freezing Breath :
    Summon upon the curse inflicted on Nesaak and freeze an enemy for 5 seconds.
    (Cooldown: 2 minutes)

    Troms Spell Merchant
    Soldier's Glance :
    Trigger the soldiers of the Temple of Legends and quadruple the damage done for 5 minutes.
    (Cooldown: 5 minutes)

    Lusoco Spell Merchant
    Ascension Attack :
    Ascend 3 blocks into the air and be immune to mob attacks for 2 minutes.
    (Cooldown: 5 minutes)

    Ternaves Spell Merchant
    Horses Gale :
    Channel your inner speed and get speed 4 for 5 minutes
    (Cooldown: 5 minutes)

    Nemract Spell Merchant
    Sailor's Plague :
    Your water abilities double in power for 10 minutes.
    (Cooldown: 5 minutes)
    Wynn Province Dungeon Spells
    Decripit Sewers
    Decripit Fury :
    Tortured souls of the Decripit Sewers come to your aid and heal you by 3/4 of your hp (if you had 100 HP and do this spell, you get 75 hp in return.)

    Infested Pit
    Serenade of Spiders :
    Spiders attack an enemy of your choice until it dies.
    (Cooldown: 8 Minutes)

    Lost Sanctuary
    Farmland Requiem :
    Animals spawn and defend you for 5 minutes like an iron golem.
    (Cooldown: 5 minutes)

    (to be continued!)
    One downside of these spellbooks is that Jumla will catch hell trying to code them in, which outweighs all of the great pros of the spellbooks.

    This has already been addressed, the spells are examples of spells that could actually be added.
     
    Last edited: Jan 21, 2018
  2. SUPER M

    SUPER M shoop CHAMPION

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    I just gave it a quick look, but even from that I'm sensing balancing issues.
    Also if any class can just use any spell they chooe then I don't see the point of playing as other classes.
    Besides some spells seem really redundant.
     
  3. calyonous

    calyonous Conjurer of Ahmsord | Prince of Dern VIP+

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    Tried to balance it out with the increasing price of the spellbook to new players (1 LE for the smallest book), what do you think would make it more balanced in that aspect?
    Also, the spells are simple demonstrations of what could be added.
     
  4. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    Minecraft:
    First the "D&D Update" and now you want to add Dungeon Masters?

    I mean, not complaining, but...
     
    SUPER M, ThomAnn100 and Poiu429 like this.
  5. calyonous

    calyonous Conjurer of Ahmsord | Prince of Dern VIP+

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    dungeon masters work like that in D&D? i didnt know that
     
  6. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Cool idea. I'd give ideas of my own, but I don't have time. Maybe later.
     
  7. Muchwag

    Muchwag Don’t call me Poliwhirl! VIP+

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    Half the spells are useless the other half are broken af
     
  8. DrX2345

    DrX2345 Well-Known Adventurer VIP+

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    I was thinking of making a suggestion about spell books, but mine were more like secondary weapons. You had another bar, which was like mana but something else and there was no way to affect how fast it regents, there is a set rate. Each spell book takes up one inventory slot, and has a powerful ability, but is very book-mana (not what it would be called but oh well) intensive. They can be found in the same way as other weapons, but there are no Mythics, instead the Uniques have the American rarity as Rares, Rares as Legendaries, Legendaries as Mythics. Generally the mana cost goes up as the tier increases, but in turn the effect increases as well. They can be used by all classes, although there might be a few that are class specific. I won't go into too much detail though. Anyway, yours could work, although to me it seems like a bit of a complicated system, and if you wanted to change spell things in combat you have to go through a big UI whereas mine are more powerful but you can't hold as many, but are easier to switch and have a cool down.
     
  9. The_Pl4nte

    The_Pl4nte Travelled Adventurer

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    I WANT IT !!!!!!!!!!!!!!!!
     
  10. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    They don’t work like that, but they are a thing.
     
    SUPER M likes this.
  11. calyonous

    calyonous Conjurer of Ahmsord | Prince of Dern VIP+

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    Your idea is the main spark for the elemental spells.
     
  12. Muchwrath

    Muchwrath Wynncraft Music Enthusiast VIP+

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    I agree it's a good idea, just try adding downsides to the spells. Say one gives you +10% loot bonus for 10 minutes, but -10% walkspeed for 15 minutes. That way you don't always want to have the spell active.
     
  13. The Demon Queen

    The Demon Queen Queen of Darkness, Queen of Evil CHAMPION

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    some of the spells need to be changed around
    i could use this forever and get 120k meteors with my mage
    not broken in the slightest
     
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  14. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    Okay, so you have a lot of spells, but many of them seem to be either overpowered or underpowered. I will try to balance them for you, and I will do my best not to replace them. You should probably make them cost mana as well; I think spells should be useful, but not extremely powerful. If they are too powerful, every monster would need to be buffed to compensate for spell power.

    Damage reduction: 50% -> 20%
    Duration: 1 min -> 90 seconds
    Cooldown: 3 min -> 10 min.
    Mana cost: 6
    Short, simple, yet reliable. A very good starting spell.
    100 damage -> 150% weapon damage as Water damage.
    Range: 4 -> 5 (circle radius)
    Cooldown: 6 min -> 8 min.
    Mana Cost: 6

    How much damage?
    Radius: 6 blocks (square) -> 5 blocks (circle)
    Cooldown: 5 min -> 8 min
    Damage: 150% weapon damage as Thunder damage.
    Mana Cost: 6

    Cooldown: 30 s -> 3 min
    Effect: For 10 seconds, reflect 100% of the first damage you take from any monster. (Meaning it reflects the attack for each monster that attacks you once.)
    Mana Cost: 4

    Cooldown: 2 min -> 5 min
    Radius: 4 blocks
    Effect: 40% weapon damage as wind, 40% weapon damage as water, Slow enemies by 50% for 6 seconds.
    Mana Cost: 6

    Way too OP; after 5 minutes of use, the cool down is over; permanent 4x damage.
    New effect: Increase damage dealt by 25% for 90 seconds.
    Cooldown: 5 min -> 10 min
    Mana Cost: 6

    The counterpart for Ragni's spell.

    New effect: Fly up into the air for 2 seconds and hit the ground hard, creating a shockwave with a radius of 3 blocks.
    Damage: 75% weapon damage as Earth damage, 50% weapon damage as air damage, knock enemies back.
    Cooldown: 5 min (unchanged)
    Mana cost: 6

    Effect: Increase speed by 25% for 90 seconds
    Cooldown: 5 min -> 10 min
    The duration is longer than the cool down... I'm confused.
    New effect: All of your attacks deal +10% damage as water damage and your water defense is increased by 20%. Lasts 90 seconds.
    Cooldown: 5 min -> 10 min.
    Mana cost: 7

    Too powerful in the late game for such an early dungeon.
    Name change: Decrepit fury -> Decrepit Woe
    New effect: Tortured souls of the decrepit sewers come to your aid, healing you 50+ 10% of your maximum hp.
    Cooldown: 6 min
    Mana cost: 5

    New effect: Summon 3 spiders that attack any nearby enemy. Each spider deals 65% weapon damage and has 100 + 10% of your maximum health.
    Cooldown: 8 min ->10 min.
    Mana cost: 5

    Well, this ones weird...

    New effect: Spawn one cow, one pig, and one chicken. Mobs aggro on the animals over you. The levels of the animals are equal to your level. (Boss mobs don't ago on the animals)
    Cooldown: 5 min -> 6 min
    Mana cost: 5
     
  15. calyonous

    calyonous Conjurer of Ahmsord | Prince of Dern VIP+

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    thank you for supplying new spells! the spells i gave were just templates, these could probably actually get into the game
     
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  16. calyonous

    calyonous Conjurer of Ahmsord | Prince of Dern VIP+

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    that is also a good idea, i'll edit the spells and make them less stupid
     
  17. rainbowcraft2

    rainbowcraft2 Well-Known Adventurer VIP

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    The spells I provided were designed to be useful but with long cooldowns to prevent it from being even possible to overuse them. There is no need to add downsides to those ones, though if you wish you can up their power and add a downside. I can suggest a few modifications or even new ones with more power but downsides if you want me to. Designing these things is fun.
     
    calyonous likes this.
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