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fleeing side effects

AuthorMessage
Survivor
Sep 14, 2008
2
I think that you should add the following when someone flees in combat:

school of fire: does 50 points of damage to all opponents.

school of ice: freezes all opponents for 1 turn.

school of death: grows spikes in front of opponents,enemies get 50% of fizzling next spell.

school of life: gives 100 life points to all teammates in battle.

school of myth: does 75 points of damage to all opponents.

school of storm: does "thunder snake"to the opponent of the wizard that has the least amount of health.


after that is done, this happens:


school of fire: the wizard burns up.

school of ice: freezes the wizard and then shatters him/her.

school of death: a coffin appears under wizard and closes him/her inside.a skeleton falls out,the coffin sinks.

school of life: leaves wrap around wizard.

school of myth: wizard turns into bloodbat and flies away.

school of storm: lightening strikes wizard and when the lightening is gone,so is the wizard.

Survivor
Sep 20, 2008
3
Imho this is an interesting idea. Well thought out as well. Although, there being no death penalty (besides time) the only real reason I feel for fleeing is to:

1.) Avoid an impossible to win battle (thus spent time).
2.) Avoiding a battle due to not needing to kill the mobs (more spent time).
3.) To grief other players by adding more enemies to there fights. :(

I really hope that penalties are not added because someone flees a fight. I personally never flee unless for reason 2.


Defender
Sep 20, 2008
123
lordoftherings wrote:
I think that you should add the following when someone flees in combat:

school of fire: does 50 points of damage to all opponents.

school of ice: freezes all opponents for 1 turn.

school of death: grows spikes in front of opponents,enemies get 50% of fizzling next spell.

school of life: gives 100 life points to all teammates in battle.

school of myth: does 75 points of damage to all opponents.

school of storm: does "thunder snake"to the opponent of the wizard that has the least amount of health.


after that is done, this happens:


school of fire: the wizard burns up.

school of ice: freezes the wizard and then shatters him/her.

school of death: a coffin appears under wizard and closes him/her inside.a skeleton falls out,the coffin sinks.

school of life: leaves wrap around wizard.

school of myth: wizard turns into bloodbat and flies away.

school of storm: lightening strikes wizard and when the lightening is gone,so is the wizard.


jeez thtas violent but the fire one since fire is damage over time it would have same effect as fire elf in staed of doing same thing as myth but weakend plus then people would just get it fight with friend, flee, drink potion, teleport back.

Defender
Jan 07, 2009
195
lordoftherings wrote:
I think that you should add the following when someone flees in combat:

school of fire: does 50 points of damage to all opponents.

school of ice: freezes all opponents for 1 turn.

school of death: grows spikes in front of opponents,enemies get 50% of fizzling next spell.

school of life: gives 100 life points to all teammates in battle.

school of myth: does 75 points of damage to all opponents.

school of storm: does "thunder snake"to the opponent of the wizard that has the least amount of health.


after that is done, this happens:


school of fire: the wizard burns up.

school of ice: freezes the wizard and then shatters him/her.

school of death: a coffin appears under wizard and closes him/her inside.a skeleton falls out,the coffin sinks.

school of life: leaves wrap around wizard.

school of myth: wizard turns into bloodbat and flies away.

school of storm: lightening strikes wizard and when the lightening is gone,so is the wizard.


ok and add the side effect of they can't get in fight for 15 mins. it's not forever but will make them think twice when they do it one time.

Explorer
Mar 14, 2009
71
lordoftherings wrote:
I think that you should add the following when someone flees in combat:

school of fire: does 50 points of damage to all opponents.

school of ice: freezes all opponents for 1 turn.

school of death: grows spikes in front of opponents,enemies get 50% of fizzling next spell.

school of life: gives 100 life points to all teammates in battle.

school of myth: does 75 points of damage to all opponents.

school of storm: does "thunder snake"to the opponent of the wizard that has the least amount of health.


after that is done, this happens:


school of fire: the wizard burns up.

school of ice: freezes the wizard and then shatters him/her.

school of death: a coffin appears under wizard and closes him/her inside.a skeleton falls out,the coffin sinks.

school of life: leaves wrap around wizard.

school of myth: wizard turns into bloodbat and flies away.

school of storm: lightening strikes wizard and when the lightening is gone,so is the wizard.
This should be when you get defeated instead of head going in circles. Not ifsomeone flees but that would be awesome.

Hero
May 02, 2009
787
Um, I don't really understand the storm fleeing idea(the one with te thunder snake), I just can't figure out what it means.
If you could please tell me what you meant by that, I would be grateful.