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Feb 18th, 2020
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  1. Staves:
  2. Raw staff: Does nothing to blast, charge, or beam It's the raw component with one of the ingot types, unlike normal weapons you use the ingot directly with this item instead of goign through tiers. Unlocks at 25 magic with at least 2 mysticism.
  3. Copper: Element of fire. Damage incarnate.
  4. Tin: Element of Ice. A crowd control based element.
  5. Iron: Element of Storm. A zone control based element.
  6. Mythril: Element of Earth. A support focused element.
  7. Heart of the Mountain: Enables enchantments on staves.
  8.  
  9. Milestones:
  10. (5)Elemental Wizard: Chose an element, this element will provide a minor buff while using that elemental stave. (Fire gives a brief window after taking damage of increased speed with a half minute cooldown.(Net of 10% backend, non stacking for 6 seconds), Ice increases knock back, Earth provides an aura of durability (5% endurance backend to self and teamates), Storm makes blast type ki attacks gain the charge blast explosion)
  11.  
  12. (2)Ki Catalyst: While using a stave, gain 2.5% energy recovery backend. Unlocks access to Empowerment Catalyst
  13.  
  14. (5)Empowerment Catalyst: Staves gain an increased amount of enchantment slots, allowing an extra 5 enchantments to any stat. (as in, you can have up to 10% on one stat or 6% on 5 while the other one has 5.)
  15.  
  16. (2)Warlock: Staves lose durability at a reduced rate (-15% durability loss), additionally unlocks access to Stave Church.
  17.  
  18. (4)Stave Church: Gain an affinity for staves, When a stave loses a percent of durability in combat, it occasionally will unleash a burst of damage in a 7x7 aoe around yourself. (.05 minimum, 5 maximum, based on force)
  19.  
  20. (8)Cross Elementalism: Pick one of the four elements to gain a constant access to, this, facilitated by unlocking them as three uniquely named skill.
  21.  
  22. Skill replacement: While equiping the staves, it converts the linked skills for the user of the staff. All lists are oriented in the order of blast, charge, beam. Maybe also have these replacements cost mana instead of ki.
  23.  
  24. Fire:
  25. -Blazing Flurry: Fire a burst of 6 ki blasts, each having a chance to inflict an extra tick of burn damage.
  26. -Inferno Bolt: A charge attack that explodes in an aoe of fire, dealing more damage to secondary targets than the primary target.
  27. -Flamethrower: A 7 length beam that does not lock the user in place
  28.  
  29. Ice:
  30. -Blizzard: Low damage slow chance on hit.
  31. -Winters Grasp: Reduce the damage of your charge attack and snare your target for a brief time.
  32. -Avalanche: 3 wide beam with slow instead of stagger, with beam expert becomes 5 wide.
  33.  
  34. Storm:
  35. -Monsoon: Unleash a flurry of electrified ki blasts, sparking around yourself. Knocking targets around within the aoe of yourself.
  36. -Thunder: bring down a lightning bolt at a random location, dealing significant damage, while also having a chance to stun, it's bares a scattered radius around your target for where it lands.
  37. -Electro burst: Create a wide aoe, growing in size based on the amount of charge, caps at 11x11 at 10x charge. Deals damage every 3 seconds, energy drains while it is active, but doesn't lock the user in place.
  38.  
  39. Earth:
  40. -Earthen Aegis: Release a wall of earthen ki, these projectiles will have hp and on impact with other blasts, before they hit their range, they will take damage, at 0 health they break and deal aoe damage.
  41. -Shale Bolster: Charge ki for five seconds, after this duration, restore 5 health immediately without willpower damage applying.
  42. -Goliath: A charged buff, at release, you soak a percentage of damage for allies in their stead.
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