New Spell Concepts

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    lucas100vzs

    Lvl 119 Brazil
    Goblin
    Posts: 82

    I think it’s boring to see a “spell based game” suffer from “spell lost” completely.
    I know if you don’t lose spell, there won’t have a reason to search infinitely for books, so why don’t do this?

    –>SPELLS<–
    -You won’t lose Lv. 1 Spells when you learn, but the myst cost remains the same.
    -To learn other spell levels, will require the book from that level.
    -Upgrade in Current Spells:
    *Whirlwind 4: same range as WW3 – Add DoT Poison for 10s
    *Frostbite 6: same range as FB5 – Add Dodge Reduction in 5-10%
    *Dash 4: Same parameters as D3 – Add +150 Speed Buff
    *Shell 6: Same duration as S5 – Add 5s reflection buff
    *Intimidate 5: Same range as I4 – Add 10-15 Armor Reduction
    *Healing Rain 6: Same Range as HR5 – Add +5 HP Regen for 10s
    *Disorient 4: Same parameters as D3 – Add -15% to target ATK
    -When you lose a book, Paper will be dropped (PaperAmount = 10 x ‘Book Level’)
    -Books Could also be crafted:
    *Lv. 1: 100 papers + Ink
    *Lv. 2: Lv.1 + Lv.1
    *Lv. 3: Lv.2 + Lv.2
    *Lv. 4: Lv.3 + Lv.3
    *Lv. 5: Lv.4 + Lv.4
    *Lv. 6: Lv.5 + Lv.5
    *Or they can found in any UW chest.
    *This will make craft more usable too, instead of just questing.

    –>WHY THIS<–
    Well, we all know the game currently is based in “mace + spells” even now in PVE (sad feelings about nightmare, staff :/ )
    So, why don’t use it in fact? They say UW is maded to go with a party, and not solo, but it’s ironic to say that when we have holes to spam our party randomly in floors.

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