Unknown2008-08-16 01:50:07
I've always found these skills to be the least interesting to learn unless you're going to be absolutely serious in combat (though... that's probably the original purpose for them). But why can't they have some abilities? I remember that there are similar skills in other IRE worlds that only offer 'defensive' bonuses as well, but cost less than 1800 lessons to transcend. I think here the lesson cost is the same as all the other skills? Well this thread is for ideas to make these skills more interesting. Not that the effects from learning them aren't worthwhile, but they're just so... boring. And I feel a little bad for putting next to no lessons in them :>
So no OP abilities or anything like that, just some touches (maybe 1 per skill rank) to make the skills feel like skills.
MAGIC
Affinity - 5 power - For a short amount of time your equilibrium recovery is hastened.
Magic Prowess - 5 power - For a short amount of time your magic-based attacks do x% more damage.
Mana Shield - x power - Create a magical shield that for a short amount of time channels x% of damage to your mana instead of health.
etc
RESILIENCE
Blood Boil - 3 power - At the cost of constantly draining health, your chance to shrug off poisons is increased. (this one may be redundant...)
True Focus - 3 power, toggleable - At the cost of faster endurance drain, your time to recover from stuns is slightly hastened.
True Sight - 3 power, toggleable - At the cost of faster endurance drain, your time to recover from blackouts is slightly hastened.
etc
A few abilities I just thought up of on the spot (made to be vague intentionally), may or may not be viable, though I'm opening up the floor here to your ideas, hopefully ones that are more interesting and reasonable.
So no OP abilities or anything like that, just some touches (maybe 1 per skill rank) to make the skills feel like skills.
MAGIC
Affinity - 5 power - For a short amount of time your equilibrium recovery is hastened.
Magic Prowess - 5 power - For a short amount of time your magic-based attacks do x% more damage.
Mana Shield - x power - Create a magical shield that for a short amount of time channels x% of damage to your mana instead of health.
etc
RESILIENCE
Blood Boil - 3 power - At the cost of constantly draining health, your chance to shrug off poisons is increased. (this one may be redundant...)
True Focus - 3 power, toggleable - At the cost of faster endurance drain, your time to recover from stuns is slightly hastened.
True Sight - 3 power, toggleable - At the cost of faster endurance drain, your time to recover from blackouts is slightly hastened.
etc
A few abilities I just thought up of on the spot (made to be vague intentionally), may or may not be viable, though I'm opening up the floor here to your ideas, hopefully ones that are more interesting and reasonable.
Ayisdra2008-08-16 02:14:27
Magic doesn't need skills, you have Low and High magic for that.
Unknown2008-08-16 02:44:46
I'd much rather prefer Magic and (possibly) Resilience were made into mini-skills. That said, Imperian has various abilities gained at Transcendent DR skills. For example, Transcendent Antidotes (increases shrugging rate/decrease poison damage) gives the ability to PURGE BLOOD.
Unknown2008-08-16 02:59:25
Ah right, mini-skills were what they were called. I'd prefer that too, but people have already spent the lessons on magic and resilience =/ And I realize there's low and high magic too and took that into consideration, though they don't make Magic itself any less bland :>
Estarra2008-09-08 23:44:30
FYI, we'll never have so-called "miniskills" in Lusternia. Interesting idea to add transcendent skills to magic and resilience, though not sure I'm taken with the ideas here.