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Rituals & ritual stones


Zam

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Sorry, net died right before I posted, talk about shitty luck :bad: I was looking forward to reading your comments :lol:

here it is:

Rituals tab in menu.There is a special bag for ritual specific items, it has a alot for each and the alot can hold up to 99 of the item.These ritual specific items are Ritual stones.Example of a ritual:Ritual of revival: Requirements: Death stone, 5 polished skulls, 5 animal blood. Effect: Revive 1 dead ally who is in the same screen as you.Ritual of healing: Requirements: Astral stone, 2x Ham, 1 medium mana potion. Effect: Fills target's Hp & Mp to the max plus 10% extra.The only way to get those stones is by killing green, yellow, red crown monsters. The drop rate of these stones is the drop rate between defense sphere and damage sphere.They are personal too.Rituals can't be used in combat and take 5 seconds to cast.Types of stones can be, Death, Astral, Chaos, Ether, Particle.Death stone used for death/life related rituals.Astral for heal/buff/debuff rituals.Chaos for killing/damaging ritualsEther for teleporting rituals.Particle for summoning rituals.Number of stones used ranges from 1-3 depending on how powerful the ritual is.Rituals can be targeted at allows or at places, aoe.Here are some of the rituals I have in mind:

Ritual of Teleport: Takes you to any screen within 6 screens of respawn statue. Cost: 1 ether stone

Ritual of pain: removes 50% of target's hp. Cost 1 chaos stone, 10 polished fangs.

Ritual of annihilation: 3 chaos stones, 20 polished fangs. Effect: kills everything within 5x5 yard area.

Ritual of strength: increases all defense stats of allies within 3x3 area by 10% for 10 minutes Cost: 1 astral stone, 5 (something)

Ritual of strength lv2: increases all defense stats of allies within 3x3 area by 23%% for 20 minutes Cost: 2 astral stone, 10 (something).

Ritual of illusion: summons a monster (used as decoy) in a specific area. 3 ritual levels on this, increased hp and duration on each lvl. Cost: 1-3 Particle stones, 5-15 animal blood. The decoy walks in the specified direction & attacks anything it passes by (10/20/30 damage, 1.5 hit rate). Hp 600/1400/2300, duration 10/20/30 seconds.

War form ritual: increases power and defenses by 30% of their amount. Cost: 2 chaos stones & 2 astral stones, 20 polished fangs.

Refresh ritual: refills all allies hp and mp by 50% within 5x5 area. Cost: 2 astral stone, 10 animal hearts.

Zombie army ritual: Revive all allies in a 5x5 area. Cost : 3 Death stones, 30 animal hearts, 1 medium hp potion.

The purpose of these is to help on farms or hard quests. Going on arena will remove the effects, 5 sec cast time, you don't lose the ingredients if cast is interrupted. They won't make anyone op, just help out. Revive can be used in deep farm or chainless for example. Plus these stones are hard to get and personal so...

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Ritual of pain: removes 50% of target's hp. Cost 1 chaos stone, 10 polished fangs.

 

Ritual of annihilation: 3 chaos stones, 20 polished fangs. Effect: kills everything within 5x5 yard area.

 

Ritual of illusion: summons a monster (used as decoy) in a specific area. 3 ritual levels on this, increased hp and duration on each lvl. Cost: 1-3 Particle stones, 5-15 animal blood. The decoy walks in the specified direction & attacks anything it passes by (10/20/30 damage, 1.5 hit rate). Hp 600/1400/2300, duration 10/20/30 seconds.

Zombie army ritual: Revive all allies in a 5x5 area. Cost : 3 Death stones, 30 animal hearts, 1 medium hp potion.

 

if they gonna be used by rogues, and we know they will, all will quit game..... other rituals are acceptable.
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Omg I forgot about rogues :bad:

then using ritual should remove stealth. Problem solved.

Besides as said, these stones are sort of rare so people can't spam them, they should use them when needed like destroying all mobs in boss farm when things start getting bad.

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Omg I forgot about rogues :bad:

then using ritual should remove stealth. Problem solved.

Besides as said, these stones are sort of rare so people can't spam them, they should use them when needed like destroying all mobs in boss farm when things start getting bad.

 

what if enemies are targetting everyone in pt? How will they be able to cast the ritual if its interrupted in combat? :unknw:
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Sorry, net died right before I posted, talk about shitty luck :bad: I was looking forward to reading your comments :lol:

here it is:

Rituals tab in menu.There is a special bag for ritual specific items, it has a alot for each and the alot can hold up to 99 of the item.These ritual specific items are Ritual stones.Example of a ritual:Ritual of revival: Requirements: Death stone, 5 polished skulls, 5 animal blood. Effect: Revive 1 dead ally who is in the same screen as you.Ritual of healing: Requirements: Astral stone, 2x Ham, 1 medium mana potion. Effect: Fills target's Hp & Mp to the max plus 10% extra.The only way to get those stones is by killing green, yellow, red crown monsters. The drop rate of these stones is the drop rate between defense sphere and damage sphere.They are personal too.Rituals can't be used in combat and take 5 seconds to cast.Types of stones can be, Death, Astral, Chaos, Ether, Particle.Death stone used for death/life related rituals.Astral for heal/buff/debuff rituals.Chaos for killing/damaging ritualsEther for teleporting rituals.Particle for summoning rituals.Number of stones used ranges from 1-3 depending on how powerful the ritual is.Rituals can be targeted at allows or at places, aoe.Here are some of the rituals I have in mind:

Ritual of Teleport: Takes you to any screen within 6 screens of respawn statue. Cost: 1 ether stone

Ritual of pain: removes 50% of target's hp. Cost 1 chaos stone, 10 polished fangs.

Ritual of annihilation: 3 chaos stones, 20 polished fangs. Effect: kills everything within 5x5 yard area.

Ritual of strength: increases all defense stats of allies within 3x3 area by 10% for 10 minutes Cost: 1 astral stone, 5 (something)

Ritual of strength lv2: increases all defense stats of allies within 3x3 area by 23%% for 20 minutes Cost: 2 astral stone, 10 (something).

Ritual of illusion: summons a monster (used as decoy) in a specific area. 3 ritual levels on this, increased hp and duration on each lvl. Cost: 1-3 Particle stones, 5-15 animal blood. The decoy walks in the specified direction & attacks anything it passes by (10/20/30 damage, 1.5 hit rate). Hp 600/1400/2300, duration 10/20/30 seconds.

War form ritual: increases power and defenses by 30% of their amount. Cost: 2 chaos stones & 2 astral stones, 20 polished fangs.

Refresh ritual: refills all allies hp and mp by 50% within 5x5 area. Cost: 2 astral stone, 10 animal hearts.

Zombie army ritual: Revive all allies in a 5x5 area. Cost : 3 Death stones, 30 animal hearts, 1 medium hp potion.

The purpose of these is to help on farms or hard quests. Going on arena will remove the effects, 5 sec cast time, you don't lose the ingredients if cast is interrupted. They won't make anyone op, just help out. Revive can be used in deep farm or chainless for example. Plus these stones are hard to get and personal so...

 

:yahoo:

but.the question is would devs humble up to actually read this great suggestion :( ?

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what if enemies are targetting everyone in pt? How will they be able to cast the ritual if its interrupted in combat? :unknw:

 

As I said, these are to help on farms and hard quests not to be wasted on pointless war :facepalm:

Now an example of uses vs other faction. Try to cast the destruction ritual on people in bg while others distract them. A warlock could buy you 5 seconds easily ;). Or paladin, if you fail you can try again, nothing lost. After all are dead, do your bg quest. And this is unspammable due to rare stones. Use them wisely.

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Complication is what makes games nice :P

but not I don't think this complicates it. Opening ritual tab and clicking start ritual won't kill anybody

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