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New Neutral Class: ThunderKnight (neutral Knight)

So we have a good Knight (Paladin) and a evil one (DK) but we are lacking a neutral one. In fact we have no neutral Hybrid except Druid, which is quite limited and is mostly like a Cleric.

So I came up with a Neutral Knight Class:

Storm Knight or Thunder Knight

They are basically a Neutral Knight who focus on Elemental Damage for Spell, favoring Electric Damage.

Regular Hybrid Meele power for Meele.

As a Knight they also have an extremely thick armour (AC). With good AC buffs, culminating in Air_Shield.

Also intended to be a newbie Class, that someone new can roll a moderate player and have a chance to learn the mud, explore and dip his feet in PK.

Veteran players can also appreciate the combo due to variety of options, akin to a DK, but in fewer number.

Skill:

L1 Scrolls Wands Staves

L1 Sword Polearm Staff Spear

L1 Flail Whip Dagger

L1 Parry Two_Handed

L3 Meditation

L5 Dirt

L7 Enhanced_Damage Fast_Healing

L9 Haggle Lore

L10 Dodge Second_Attack

L13 Warcry

L15 Shield_Block Trip

L20 Third_Attack Dual Wield

L25 Bash

L30 Charge Counter

L40 Resistance to Lightning(electric)

Spells:

L1 Shocking_grasp Identify

L5 Chill_Touch

L10 Lightning_bolt Armor

L11 Localizate_Gravity

L14 Earthquake

L15 Cure_Light

L17 Dispel_Evil Summon

L20 Shrink Shield Sleep

L21 Faerie_Fire Energy_Drain

L23 Dispel_Good

L25 Cure_Blind

L27 Flame_Arrow

L30 Stone_Skin

L31 Icicle

L33 Colour_Spray Thunderstorm

L34 Poison

L37 Control_Weather

L38 Enchant_Weapon

L40 Air_Shield

L45 Curse Enchant_Armor

L50 Curse_Weapon

Class Mechanics:

Aff Spells focus in single target elemental vuln spells. They hit vulns, and we have them all, but they only do moderate damage. As we don't have Invoker mana charge to fuel them up. Also no Dispel. Best spell will end up being Thunderstorm, the only decent spell that is also area spell, but which is limited to weather, and location.

This range of spells also means that they have to master quite a few spells, one different for each different race.

Mals focus on Sleep(only Mental spell), Poison, Energy Drain, Curse, Shrink.

You might land the sleep, but this is no DK, so no veil or Plague or really powerful spell. Poison is a nuisance but little more, Curse comes to late to be of any use except at pinnacle. Energy Drain might make a good combo. But you still have to beat him.

Buffs: This is where they start to shine.

Armor Buffs:

This is their main focus. Cantrips give -80 AC.

Air shield another -50 AC and resistence to Phisical damage. Enchant Armor alows you to further enhance this.

This means that they will be quite hard to damage.

Lightning resistence is just there to prevent Call Lightning from ruining their day. For me a Knight that took such a study in Armor and Elemental Spells would know how to prevent Lightning from ruining his day. But if this is to big we can take it out and they now have a huge vulnerability.

Weapon buffs:

Enchant Weapon allows for a bit of Hit/Dam on weapons latter on life, making mediocre weapons good. Best weapons cannot be enhanced due to Level/to high Hit/Dam.

Warcry is basic, since they have little other buffs.

Curse Weapon is not malform, but it can make life quite easier and add uniqueness. It's at 50, to avoid Pinata effect from Pinacles.

And curse weapon also introduces Hit/Dam Penalties similar to a black heart.

Healing buffs:

Cure Serious is ok, like in bards. But it's not Cure critical.

Also they do not have Trance, so it's hard to regain mana.

Perhaps they should have Trance, but only Beta testing could answer that one.

Cure Blind is to allow some slack for consumables in New players.

Lag protection:

This comes mainly at High Ranks from AC. And the use of Shrink to reduce opponents size. Again only testing can answer if this is enough.

PK Tatics (that I see):

Lagging:

You can lag somewhat ok. You can shrink them and then eat a Sac to enlarge you. But you are no Warrior, and no DK. That means no pet to deal damage, and no Malform to boost damage up. You cannot also cast AFF spells as you Bash. I think this is balanced.

Sleep and Malls:

You could land sleep, then curse, Shrink, Poison and open with Energy Drain. Then you can try to eat his moves. But you still have to defeat him. And PC that have low saves tend to have high Hit/dam.

You can also try to use multiple Chill touch to further reduce STR.

I think you could get a Max of -2 -6 -1 from Poison,Chill,Shrink. Since most warrior kind have +5 STR EQ, we can estimate a effective -4 STR penalty. Ok but not over the top, and balanced due to the need to land those Chill Touchs.

AFF overdamage:

You can try to outdamage them straight on with Meele + spells. Using vuln to slowly reduce the HP of the target, and then if weather is right pull up a ThunderStorm.

Only testing can show how this would work.

Localize gravity is there to be like a improved Disarm.

A flair to the Class. Good a low ranks, almost useless at Pinacle due to the availability of Cursed weapons.

Identify to make it really good at exploration.

A Moderate that invests time enhancing his eq with AC from Enchant Armor can get a really good AC. And explore quite a bit. Neutral means even more protection from PK.

This is also easy to code, since there is no new skill/spell.

What you think.

Forgot to add the Races:

Human, Half-Elf, Avian and GNOMES!!!

I really dislike it when someone takes around skills from other classes and mixes them into a new class. Such class has no soul.

Your class has NO unique skills/spells, save for resistance from lighting. And wtf is with that name -- Thunder knight?

Thunder Storm, Thunder Knight. Although I prefer Storm Knight, but reminds me of storm Giants.

Although new spells/skills are interesting, they normally break the characters due to OP. Existing skills make life easier. And I'm more interested in the PK mechanics that in Skills names. As long as they have the same effect.

For example Using Shrink to prevent someone from Bashing you and aiding you in bash it a pretty original idea.

I immediately thought power rangers when I read the title, not sure why.

SWEET!

Zhokril = Zordon. Give me my morpher!

Anume = Alpha. Ai, ai, ia, ia, Zordon!

Dibs on the triceratops power ranger class!

Also, Chain Lightning for a unique spell? Instead of area of effect, does less damage than Call Lightning but only hits group members?

I dunno how to respond to this. It just seems so haphazard in how it is thrown together. ALot of unbalance. 1 round lag disarms? So I do not need to train disarm, offhand disarm, or shield disarm? Just spam localize?

Curse weapon on something that apparently has high melee output is sick as well. Your basically giving them Malform without needing pks.... I have gotten things enchanted to 9/6 and 7/9 quite often enough.

Bash, 5 attacks, high melee output, high spell output, mals, resistances, sleep summon. This class has enough of everything already.

I can't believe no one has said it yet... scrolls, wands, and staves...well above average melee. A vuln spell for just about everyone... IDK Mya... I see what you are trying to do, but you have to remember... not only is their output gonna be fairly insane, particularly since they can go around and curse whatever they please, if they are neutral all this output can't even be mitigated with protection. Shrink + bash? Really? You can basically put it on the board if you are a high dex, non-protective shield class. Not to mention a particularly tasty selection of weapons...

Scrolls and Wands is a given. As with DKs.

Staves are there to give them access to healing. Red and White, and perhaps easier access to Flight. But then again there is no real need of them. With Cure Serious.

Meele Output is not going to be insane. They only have Warcry. And Enchant weapon to provide Hitroll.

It will be similar to a Paladin Meele. Also the moment that they use Curse weapon they get a -3 Hit/Dam Penalty on it. Good luck recovering from that with Enchant weapon without breaking it. Also don't forget that good weapon are high level, so you cannot enchant them many times or they break. This is Balance.

"I have gotten things enchanted to 9/6 and 7/9 quite often enough." Strange mine break after 5/5. And what did you enchant practice weapons? Cause L45 weapons will break before you get anything close.

What is wrong with Curse ? DK and Paladins get Curse.

Chain Lightning is a Invocker spell to break Mana Shield and Spell Turning. It has little use in PK.

On spell Power.

"Klemsor utters the words, 'uquqrz'.

Klemsor conjures a magical bolt of ice and launches it at you.

Klemsor's icicle MUTILATES you!

Klemsor conjures a magical bolt of ice and launches it at you.

Klemsor's icicle LACERATES you!

Klemsor conjures a magical bolt of ice and launches it at you.

Klemsor's icicle MUTILATES you!

This is an Invoker with a fully charged staff casting a Vulnerability spell + ICE SHIELD. Lacerates, casted with a few Levels above 50.

This is why they have the crap spells and not Fireball/Iceball. To limit spell crap damage. In fact I think they would be about the same with Acid Blast than this spells. But it would be to easy.

"Bash, 5 attacks, high melee output, high spell output, mals, resistances, sleep summon. This class has enough of everything already." This class has nothing on a DK with a Pet and a Malform.

On the bash thing.

Shrink is a very balanced thing. First you need to land the Mal spell. Saves prevent this.

Then you need to eat a sack. Then you need to actually OutDamage them while you lag them, with no spells and no pets, no fire shield, no Fired Weapons, only with your meele.

If they chose to wield a Mace (defense) and dual a Magic Axe (Offense), you are gone.

Every meele except Blademasters and Ninjas can use either Axe or Mace.

You gave them staves, and scrolls. I can have 2 pets that way, plus cabal choices give me access to another.

This class looks like you got stoned, and pulled a bunch of skills and spells off other classes. There should not be a high melee output class with blind.

YOu should not get bash, and sleep.

Shrink at level 20, control weather at 37? How does that make any sense. Your spell progressions seems odd as well. Just not much sense in advancement of spell slots the way depicted.

I mean I want to say this is worth talking about, but you really just took a bunch of the useful skills from all classes, and put it into a neutral is what it looks like. I mean whats the RP for the class? Why do they do what they do?

thunder knight,i wont even bother reading this

Sign me UP!!!

I can see no downside at all.

actually, I like this one. It could be easily balanced by limiting the races who can choose it. I would like to see them with atleast a couple of unique spells or abilities. I think however, I would drop wands and/or staves and just give them either fly or allow them to call a flying mount. Maybe code it so that certain spells and skills knock them off of those mounts so we don't have the "I can't trip, caltrops, or crit their feet" complaints.

Might as well give them assassinate and make it easier on Zhokril

an initial read seems to indicate she has designed a class that is pretty much able to handle any and everything anyone can throw at it..

an initial read seems to indicate she has designed a class that is pretty much able to handle any and everything anyone can throw at it..

Drow ninja +++++ASSASSINATES+++++ Storm Knight.

Drow ninja t-bags the corpse of Storm Knight.

almost everything..

So... from a PK perspective...

Sleep your opponent. Check

Curse your opponent. Check

Shrink your opponent. Check

Eat a venom sack. Check

ROFL as your human can now bashlock a giant. Check

ROFL because Air Shield and Enchant Armor makes you a boss. Check

ROFL because you can dual wield AND make any main hand cursed. Check

ROFL because your offhand is enchanted out the wazooo. Check

Profit

You also forget that being Neutral you can't just go rolling over everyone as well. They almost have to have more RP to kill things as a Healer would to kill anything not Undead. You'd be stopped if you just went around killing senselessly just because you could since it would be a strong class. I haven't looked at the spells or anything yet so I don't know what all they have, but Neutral = more RP needed to kill which will balance it out a ton.

As for the enchant weapon, I've enchanted a weapon up to about what Emp has with lower level weapons. I've accidentally charged some higher level weapons to just passed what Mya has without destroying them. Then I've blown things up the very first go too, so it all depends on luck from what I've seen with them.

Doesn't matter. Once inducted into a cabal, Warmaster/Watcher/Tribunal...maybe Savant with their spells... there 'RP' for 'PK' has been expanded considerably.

I forgot to add that to my checklist too...

Neutral so they bypass protection and put out more damage. CHECK!

Adding in the Cabal would just mean you'd be allowed to kill those enemies without really being questioned. You'd still be questioned about every other kill. Quite often in a Cabal I'd not kill anyone outside my enemies unless it's in self defense or complete accident.

As for protection to Neutral that would be an easy fix, just add it to the code if it's not already there and add in a few potions/scrolls into the game.

Spells:

L1 Shocking_grasp Identify

L5 Chill_Touch

L10 Lightning_bolt Armor

L11 Localize_Gravity

L14 Earthquake

L15 Cure_Light

L16 Control_Weather

L17 Summon

L20 Engorge Shield

L21 Faerie_Fire Energy_Drain

L25 Cure_Blind

L27 Flame_On

L30 Stone_Skin

L31 Icicle

L33 Thunderstorm

L34 Poison

L40 Air_Shield

L45 Curse

Skill:

L1 Scrolls Wands

L1 Sword Polearm Staff Spear

L1 Flail Whip Dagger

L1 Parry Two_Handed

L3 Meditation

L5 Dirt

L7 Enhanced_Damage Fast_Healing

L9 Haggle Lore

L10 Dodge Second_Attack

L13 Warcry

L15 Shield_Block Trip

L20 Third_Attack Dual Wield

L30 Charge Double_Discount

L38 Counter

L40 Resistance to Lightning(electric)

Help Double Discount

Much like haggle, the Green Power Ranger is quite a charmer so that not only does he have a chance of haggling the price of an item down, but could possibly even half the price of the original haggle offer.

Help Flame On

Much like an Invokers flaming arrows, the Green Power Ranger creates multiple arrows that will hit everyone in the area. Once in a blue moon there's a chance that multiple arrows will hit a single target but it's not very predictable.

Help Engorge

Everyone has a proper size in life, but engorging someone makes it to where they're a much larger target as well as making your opponent move much slower than usual.

I even tweaked it a bit to help it out some. I don't see sleep in there anywhere by the way and the scrolls that do allow for sleep to be possible, well they're very hard to land on anyone, even the one that has level 50 possibilities, I never had it land on anyone with remotely mediocre saves.