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- Inspired by Scind's ideas of triple stuff although slightly altered
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- Mechanics and Default Keybindings
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- Keybindings
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- Q - Water
- W - Earth
- E - Air
- R - Fire
- A - Life
- S - Death
- D - Disintegration
- F - Creation
- LMB - move around
- RMB - "Force cast"
- Space - "Area cast", or sometimes "Selfcast" depending on form
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- Incompatibilities
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- Q/E, W/R. A/S. D/F
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- Temperature
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- *The target can be either hot, cold or neutral.
- *The player is given a gauge on the screen, visually showing temperature - with distinguished Cold, Neutral and Hot zones, along with Combustion and Freezing treshold.
- *Based on temperature, the Player and his actions slow down or speed up (Burning people run around like chickens)
- *The player receives small DoT based on his temperature's deviation from the centre of neutral zone
- *The player can see other players' temperature visually, although is not given exact numbers
- *"Hot" state is required for Ceration and Sublimation
- *"Hot" state boosts Air and Fire
- *"Cold" state is required for Congelation and Fixation
- *"Cold" state boosts Water and Earth
- *"Combusted (burning) state is required for Incineration
- *Neutral temperature is required for Distillation
- *When Combustion treshold is breached, the player will Combust, receiving additional DoT.
- *Combusted player is open to Incineration.
- *When Freezing treshold is breached, the player can Freeze when treated with Death
- *When Frozen, the player receives triple damage from any variant of pure 3x elemental attack, but is ummune to everything else
- *The player can cast heat on himself in order to get out of the state. Life greatly speeds it up, but beware of triggering processes!
- *Player's temperature naturally returns to neutral state over time
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- Moisture
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- *The player can be either wet or dehydrated (or just dry).
- *There is a "midle ground" where the moisture is mostly neutral at the "dry" state.
- *The player is given moisture gauge, which monitors his...well...moisture.
- *Has no real purpose except for connection with temperature and processes.
- *Wet state is required for Congelation, Distillation, Ceration.
- *Dehydrated state is required for Incineration, Fixation, Sublimation.
- *Wet player loses temperature more easily
- *Wet player has Water and Air boosted
- *Wet player has Freezing treshold lowered, and Combustion treshold raised
- *Dehydrated player heats up more easily
- *Dehydration boosts Earth and Fire
- *Dehydrated player has Combustion treshold lowered and Freezing treshold raised
- *Player's moisture naturally returns to neutral state over time
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- "Elements" breakdown
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- The basics of Alchemy often mentions such a chart:
- Celestial Salt / Fixed : Water (Cold and Wet) and Earth (Cold and Dry)
- Celestial Niter / Volatile : Air (Hot and Wet) and Fire (Hot and Dry).
- These things connect with each other into three main principles:
- Sulfur (of Air and Fire) / soul / expansion - Very volatile, penetrating, dissolves very easily and violently.
- Mercury (of Water and Air) / spirit /integration - The "life force", simply put. The balance between Sulfur and Salt.
- Salt (of Water and Earth) / manifestation / contraction - crystallization of elements or something.
- Also a couple of other things -
- Life - puts everything in movement - "creation of movement"
- Death - stops the movement altogether - "death of movement"
- Creation - Redundant, easier equivalent of various circles - or creation of energy
- Disintegration (Terra) - Not quite symbol of destruction, rather disintegration.
- Illustrative amounts of damage
- A - None
- B - Minimal
- C - Medium
- D - High
- E - Extremely high
- F - Fatal
- "Classic" elements and principles that come from them
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- Water (Cold and Wet) - Utility pushover
- 1-Single spurt of water(A) 2-Continuous spray of water(M) 3-Chargeable burst of pressurized water in a thin cone, can push people around(C)
- *Cools down the target
- *Wettens the target
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- Earth (Cold and Dry) - Heavy hitter, the least utility, the most damage
- 1-Throwing a bunch of soil, slightly slows down targets in range(B) 2-Continuous spray of sand (C)3-Chargeable rock with great amounts of power(E)
- *All of Earth's attacks dissolve into sand, that stays around for a while and can be used to enhance any Processes.
- *Instantly cools down the target upon hit for great amount.
- *Dries the target
- *AoE can knockdown unprepared subjects
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- Air (Hot and Wet) - Electricity
- 1-Pushes the target away in a cone(A) 2- Continuous lightning arc.(C) 3- Chargeable lightning bolt(E)
- *Wettens the target
- *Heats up the target
- *Lightnings mini-stun the target
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- Fire (Hot and Dry) - Slow, kiteable heavy hitter
- 1-Burst of heat in a small long cone (second of delay) (D) 2- Continuous heat generation, affects everything very slightly in very big range(B) 3-Chargeable ball of heated plasma, travels very slowly and can be easily kiteable (E)
- *Dries the target
- *Heats up the target
- *The 3x form can cause Incineration. The idea of Fire is the very powerful, kitable hitter that rewards with heat every time you manage to hit the target.
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- Principles (combinations of elements)
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- Salt -
- *Makes crystalline projectiles, equivalent of ice machinegun. (C)
- *Sticks to the target and provides with extra solid matter to work with.
- *Powerful for transferring statuses when you want to deal physical damage at the same time.
- *Only cools down the target.
- *AoE blocks targets for a second in place, but doesn't stun them
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- Mercury - Healer (?)
- *Heals entities in a beam (or through ramping up self-heal)
- *Required for triggering Fixation.
- *Slowly returns Wet/Dry and Cold/Hot statuses to neutral, however much slower than any other element or principle.
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- Sulfur - Chargeable instant burst of fire in narrrow, short cone, very quickly heats targets up. (D)
- *Has certain cooldown (via animation)
- *Main damaging thingy.
- *Only heats up
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- Additional main stuff (It is important to note, that processes can not be triggered without use of secondary queue.)
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- Life - Constant channeling of processes. (A)
- 1-Wide, short cone 2-Medium cone 3-Point beam
- *Purely utilitary
- *Required for Incineration, Distillation, Sublimation to trigger
- *Prevents Congelation, Fixation and Ceration from triggering so long as the target is buffed with Life
- *Anything in range of (hit by) Life's cones/novas will speed up, along with projectiles that move 5x faster
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- Death - (A)
- 1-Wide, short cone 2-Medium cone 3-Point beam
- *Freezes targets below Freezing treshold
- *Purely utilitary
- *Required for Congelation, Fixation and Ceration to trigger
- *Prevents Incineration, Distillation, and Sublimation from triggering so long as the target is (de)buffed with Death
- *Anything in range of (hit by) Life's cones/novas will slow down, along with projectiles that move 5x slower
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- Creation - Creates mines that sit around gathering energy. Will detonate when stepped on, or when they reach full potential.
- *The Mines deal from Minimal to High damage based on time
- *More Creation lets the mines reach their full potential faster
- *Salt will shoot spikes upwards
- *Earth will make a pylon that knocks people airborne (in alternative to Air) and quickly dissolve into a puddle of sand.
- *Casting the thing on yourself will result in an etheral barrier that repels or fully blocks certain elements with various perks.
- Water - protects against getting wet and losing temperature
- Earth - protects against drying out and losing temperature
- Air - protects against getting wet and gaining temperature
- Fire - protects against drying out and gaining temperature
- And for creating principles:
- Salt - Protects against losing temperature
- Sulfur - Protects against gaining temperature
- Mercury - Protects against all status changes in exchange for little damage mitigation
- *The self-shield has a duration similiar to that of a mine
- *Additionally absorbs damage from selected elements and explodes when the shield goes off, does not hurt the player
- *Can be broken with Disintegration (very quickly lowers the duration)
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- Disintegration - (C)
- 1-Wide, short cone 2-Medium cone 3-Point beam
- *Pure, non-elemental damage
- *Ramps up so long as it stays on target
- *Disintegration infused processes / casts will penetrate through Death's defences, except for the null ray. Disintegration based "spells" are very effective against frozen targets.
- *Anything hit will become "phased" for a second, allowing them to ignore physical attacks and walk through walls (except for level walls).
- *The cone/beam itself is impossible to stop and phases through everything except for the Null Shield
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- Combinations of these
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- Life/Creation -
- *Creates lively storm of an element and triggers processes on everything around them.
- *More Life will make the storm more volatile (From Medium to High)
- *More of Creation will make it stay around longer
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- Life/Disintegration - A/F
- *Generates chargeable instant blast of energy from literally 0 to 70% of target's life (with around 0.5 second delay after lettign the button), quickly triggers any process.
- *Charges up very, very slowly (5-6 seconds, 3-4 with more Life)
- *Can be defended via kiting or Null Shield
- *More of Life will make it ramp up faster
- *More of Disintegration increases it's destructive capabilities up to literal instakill
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- Death/Creation - (A)
- *Creates solid barrier that stops physical projectiles and direct elemental attacks.
- *Depending on the shield, it can block either physical attacks or ones that correspond to their respective element.
- *Caster can use it on himself, rendering himself immune to chosen elements, but it opens him for instant use of Sublimation (and Ceration in rare occasions).
- *The barrier can be removed by Sublimation
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- Death/Disintegration - High Risk / High reward ultimate defence, that might result in trapping yourself!
- *Creates Null Shield in cone front of / around the caster.
- *Chargeable - every second of windup equals 0.5 seconds of actual effect
- *Anything inside, including the caster, is frozen in time.
- *Caster is slowed during charging and immobile while casting
- *Adding more Death will increase the range of effect
- *Adding more Disintegration will stop literally any attack
- *Additional elements ensure /reflection/ of an attack with said element in mind
- *Gets cancelled out with Life beam/attack
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- Processes that can happen
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- Congelation - coagulates a liquid into a viscous gel
- *Removes Wet State
- *Adds Congelated State
- *Congelated targets are slowed down
- *Congelated targets' Freezing treshold is lowered
- *Activated by Death.
- *Triggers when the target is wet and cold.
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- Disitllation - Evaporates liquids.
- *Removes Wet State
- *Deals Medium damage
- *Activated by Life.
- *Triggers when the target is wet.
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- Ceration- Turns a wet, heated object into the waxy substance
- *Removes Wet State
- *Adds Cerated State
- *Cerated targets receive double damage from heat DoT
- *Cerated targets' Combustion treshold is lowered
- *Can be consumed by Incineration for extra damage
- *Activated by Death.
- *Triggers when the target is wet and hot.
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- Incineration - Using open flame to destroy or turn the target to ash. (F)
- *Removes Burning State, dealing high amounts of damage in return
- *Removes Cerated state, amplifying dealt damage in return
- *Triggers when the target is dehydrated and burning
- *Activated by Life.
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- Fixation - transmuting a volatile subject until it becomes "fixed, nonvolatile, unaffected by fire".
- *Removes all volatile modifiers.
- *Returns to Dry state
- *Causes the target to be immune to combustion
- *Activated by Death
- *Triggers when the target is dehydrated and cold
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- Sublimation - Turns solid objects into gas.
- *Removes barriers
- *Counters Congelation.
- *Activated by Life.
- *Triggers when the target is dehydrated and hot
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- Priorities
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- AD / AF / SD / SF
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- D
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- W / QW (inspite of non-projectile-ness of Earth alone, it makes all other stuff into projectiles)
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- E / ER
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- A / S / F / WE
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- Q / R
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