I got this idea from the Battle Standards in Pirate101. The concept came about where Standards in real life where used to strike fear into their foes. For the actual game, Battle Standards would empower one type of Companion. So I got to thinking, what if Wizard101 had a similar, but totally different concept for the game? I call it, Artifacts!
Concept Artifacts would be new and powerful form of utility spells to boost your other spells. Artifacts increase the power of 1 type of spell or school spell. Because of their limited scope in effecting 1 type of spell, their boosts are "fairly large."
They last an infinite amount of rounds, but can be destroyed. When you cast an Artifact, they will float around you, similar to Guardian Spirit, or the Backlash Aura. To the right of your screen, you would see an icon of the Artifact you cast, sort of like the Assistances' icons. Coming from the icon would be a green horizontal bar. This represents 25% of your current health. The Artifact will absorb 25% of all incoming damage. If enough damage is dealt, the Artifact will be destroyed and it's effect removed. But there's more!
If an Artifact is able to survive 5 rounds, it will grant you a second ability (a stat or spell boost) for you to use. If the Artifact is destroyed at any time, you will be given a short-term penalty. Like Auras, Artifacts can not be stacked on each other. If you cast another Artifact, a pre-existing Artifact will be removed. All Artifiacts have 100% Accuracy and cost 2 Pips or less. There is no set school for an Artifact effect.
Artifact Spell Ideas Now for the fun stuff! Artifact spells to use! I've made 7 Artifact spells to show off. The [+] sign means an additional effect after 5 rounds. Artifacts have universal usage; anyone can cast them. Penalties wouldn't be seen on cards, but I will tell them for you.
Hammer of Thunder Pips: 2 Acc.: 100% +35% Damage on Damage spells, [+] 15% Pierce Penalty: -30% Damage for 3 Rds.
Mourning Scythe Pips: 2 Acc.: 100% +30% Damage on Steal spells, [+]30% Ward on Steals Penalty: -30% for 3 Rds
Torch of the Sun Pips: 2 Acc.: 100% +30% Damage on damage over time spells [+] 25% Accuracy Penalty: Dispel next spell
Ice Shard Pips: 2 Acc.: 100% +1 extra Stun Block when stunned [+] 35% Resist Penalty: +30% Ward on Self
Jade Urn Acc.: 100% +300 Heal over time on Heals [+]30% Penalty: -30% next incoming for 3 Rds
Last Hour-Glass Pips: 2 Acc.: 100% +1 Pip on Damage spells [+] 30% Pip Chance Penalty: -30% Pip Chance for 3 Rds
Assistor's Blade School: Myth Pips: 2 Acc.: 100% +30% Damage to Minion [+]30 Critical & Block to Minion Penalty: -30% Damage on Minion for 3 Rds
Artifacts are designed to add a bonus to your spells. I tried to cover the main school focuses, but I do want to hear some other players' ideas and combinations. There are many powers yet to be seen!
Tell me what you think of the concept of Artifacts. Could it work or is it a fail? Thanks!
I got this idea from the Battle Standards in Pirate101. The concept came about where Standards in real life where used to strike fear into their foes. For the actual game, Battle Standards would empower one type of Companion. So I got to thinking, what if Wizard101 had a similar, but totally different concept for the game? I call it, Artifacts!
Concept Artifacts would be new and powerful form of utility spells to boost your other spells. Artifacts increase the power of 1 type of spell or school spell. Because of their limited scope in effecting 1 type of spell, their boosts are "fairly large."
They last an infinite amount of rounds, but can be destroyed. When you cast an Artifact, they will float around you, similar to Guardian Spirit, or the Backlash Aura. To the right of your screen, you would see an icon of the Artifact you cast, sort of like the Assistances' icons. Coming from the icon would be a green horizontal bar. This represents 25% of your current health. The Artifact will absorb 25% of all incoming damage. If enough damage is dealt, the Artifact will be destroyed and it's effect removed. But there's more!
If an Artifact is able to survive 5 rounds, it will grant you a second ability (a stat or spell boost) for you to use. If the Artifact is destroyed at any time, you will be given a short-term penalty. Like Auras, Artifacts can not be stacked on each other. If you cast another Artifact, a pre-existing Artifact will be removed. All Artifiacts have 100% Accuracy and cost 2 Pips or less. There is no set school for an Artifact effect.
Artifact Spell Ideas Now for the fun stuff! Artifact spells to use! I've made 7 Artifact spells to show off. The [+] sign means an additional effect after 5 rounds. Artifacts have universal usage; anyone can cast them. Penalties wouldn't be seen on cards, but I will tell them for you.
Hammer of Thunder Pips: 2 Acc.: 100% +35% Damage on Damage spells, [+] 15% Pierce Penalty: -30% Damage for 3 Rds.
Mourning Scythe Pips: 2 Acc.: 100% +30% Damage on Steal spells, [+]30% Ward on Steals Penalty: -30% for 3 Rds
Torch of the Sun Pips: 2 Acc.: 100% +30% Damage on damage over time spells [+] 25% Accuracy Penalty: Dispel next spell
Ice Shard Pips: 2 Acc.: 100% +1 extra Stun Block when stunned [+] 35% Resist Penalty: +30% Ward on Self
Jade Urn Acc.: 100% +300 Heal over time on Heals [+]30% Penalty: -30% next incoming for 3 Rds
Last Hour-Glass Pips: 2 Acc.: 100% +1 Pip on Damage spells [+] 30% Pip Chance Penalty: -30% Pip Chance for 3 Rds
Assistor's Blade School: Myth Pips: 2 Acc.: 100% +30% Damage to Minion [+]30 Critical & Block to Minion Penalty: -30% Damage on Minion for 3 Rds
Artifacts are designed to add a bonus to your spells. I tried to cover the main school focuses, but I do want to hear some other players' ideas and combinations. There are many powers yet to be seen!
Tell me what you think of the concept of Artifacts. Could it work or is it a fail? Thanks!
I don't really understand the balance artifact. The others are great, but at what lvl would you unlock them My concern about this is about the first one of ice enemies don't stun much until the Grotto on Celestia ,but after that point the bonus would be great Keep on the ideas
I got this idea from the Battle Standards in Pirate101. The concept came about where Standards in real life where used to strike fear into their foes. For the actual game, Battle Standards would empower one type of Companion. So I got to thinking, what if Wizard101 had a similar, but totally different concept for the game? I call it, Artifacts!
Concept Artifacts would be new and powerful form of utility spells to boost your other spells. Artifacts increase the power of 1 type of spell or school spell. Because of their limited scope in effecting 1 type of spell, their boosts are "fairly large."
They last an infinite amount of rounds, but can be destroyed. When you cast an Artifact, they will float around you, similar to Guardian Spirit, or the Backlash Aura. To the right of your screen, you would see an icon of the Artifact you cast, sort of like the Assistances' icons. Coming from the icon would be a green horizontal bar. This represents 25% of your current health. The Artifact will absorb 25% of all incoming damage. If enough damage is dealt, the Artifact will be destroyed and it's effect removed. But there's more!
If an Artifact is able to survive 5 rounds, it will grant you a second ability (a stat or spell boost) for you to use. If the Artifact is destroyed at any time, you will be given a short-term penalty. Like Auras, Artifacts can not be stacked on each other. If you cast another Artifact, a pre-existing Artifact will be removed. All Artifiacts have 100% Accuracy and cost 2 Pips or less. There is no set school for an Artifact effect.
Artifact Spell Ideas Now for the fun stuff! Artifact spells to use! I've made 7 Artifact spells to show off. The [+] sign means an additional effect after 5 rounds. Artifacts have universal usage; anyone can cast them. Penalties wouldn't be seen on cards, but I will tell them for you.
Hammer of Thunder Pips: 2 Acc.: 100% +35% Damage on Damage spells, [+] 15% Pierce Penalty: -30% Damage for 3 Rds.
Mourning Scythe Pips: 2 Acc.: 100% +30% Damage on Steal spells, [+]30% Ward on Steals Penalty: -30% for 3 Rds
Torch of the Sun Pips: 2 Acc.: 100% +30% Damage on damage over time spells [+] 25% Accuracy Penalty: Dispel next spell
Ice Shard Pips: 2 Acc.: 100% +1 extra Stun Block when stunned [+] 35% Resist Penalty: +30% Ward on Self
Jade Urn Acc.: 100% +300 Heal over time on Heals [+]30% Penalty: -30% next incoming for 3 Rds
Last Hour-Glass Pips: 2 Acc.: 100% +1 Pip on Damage spells [+] 30% Pip Chance Penalty: -30% Pip Chance for 3 Rds
Assistor's Blade School: Myth Pips: 2 Acc.: 100% +30% Damage to Minion [+]30 Critical & Block to Minion Penalty: -30% Damage on Minion for 3 Rds
Artifacts are designed to add a bonus to your spells. I tried to cover the main school focuses, but I do want to hear some other players' ideas and combinations. There are many powers yet to be seen!
Tell me what you think of the concept of Artifacts. Could it work or is it a fail? Thanks!
Artifacts remind me of Star Spells, but they still work. Just like Shadow Spells are allot like Moon Spells. Maybe the name needs a change, I can't imagine a old artifact floating above my head, that would be frightening. Other than that, I think KI should consider this.
-Nick "When the battle gets deadly, summon a Death Shield"
That is VERY creative and sound like a lot of fun. Nice job in incorporating a new concept from an existing idea. You sound like the kind of a person any growing company would really value.
That is VERY creative and sound like a lot of fun. Nice job in incorporating a new concept from an existing idea. You sound like the kind of a person any growing company would really value.
I don't really understand the balance artifact. The others are great, but at what lvl would you unlock them My concern about this is about the first one of ice enemies don't stun much until the Grotto on Celestia ,but after that point the bonus would be great Keep on the ideas
The Balance artifact is giving you an extra pip each time you cast a damage spell. After 5 rounds, the artifact will give the wizard a pip chance boost. Original, I considered it increasing Shadow Pip chance, but that would not make universally useable.
Each one is based on a simple concept. Some will have more use than others.
I think a problem on my part was actually stating how you would obtain an Artifact spell. My initial idea is that the Artifacts would be included as item cards so any school could get them through gear. Now I think the spells should be given through a trainer. Maybe for level's in the third arc story. Like the mass prism and pierce spells in Avalon, any school could train them with points.
I think by setting each of the Artifacts to a specific school, I may have set the wrong idea. So to answer Ravenlady's concerns, I wanted each of the Artifacts to cover one kind of spell. I needed one that effected minions, one that worked with heals, one for steals, etc. Normally with Life, I always try to make offensive based spells. However, this time I placed each Artifact under a school that would best complement it's effect. So one that effected damage spells, I thought Storm would make sense. One that effect DoT's would go to Fire, but they all are for universal use. Torch of the Sun would work on Spinysaur or Poison if need be. The ones I made are not effected just the school spells they are of (but there are Artifacts that do).
I also kept them at 2 pips so anyone could use them. If a Fire wizard wants to use Ice Shard, I want them to still be able to use it effectively with few pip disadvantages.
I may make a small guide on how these first seven work, but I'm assuming most wizards understand the idea
I got this idea from the Battle Standards in Pirate101. The concept came about where Standards in real life where used to strike fear into their foes. For the actual game, Battle Standards would empower one type of Companion. So I got to thinking, what if Wizard101 had a similar, but totally different concept for the game? I call it, Artifacts!
Concept Artifacts would be new and powerful form of utility spells to boost your other spells. Artifacts increase the power of 1 type of spell or school spell. Because of their limited scope in effecting 1 type of spell, their boosts are "fairly large."
They last an infinite amount of rounds, but can be destroyed. When you cast an Artifact, they will float around you, similar to Guardian Spirit, or the Backlash Aura. To the right of your screen, you would see an icon of the Artifact you cast, sort of like the Assistances' icons. Coming from the icon would be a green horizontal bar. This represents 25% of your current health. The Artifact will absorb 25% of all incoming damage. If enough damage is dealt, the Artifact will be destroyed and it's effect removed. But there's more!
If an Artifact is able to survive 5 rounds, it will grant you a second ability (a stat or spell boost) for you to use. If the Artifact is destroyed at any time, you will be given a short-term penalty. Like Auras, Artifacts can not be stacked on each other. If you cast another Artifact, a pre-existing Artifact will be removed. All Artifiacts have 100% Accuracy and cost 2 Pips or less. There is no set school for an Artifact effect.
Artifact Spell Ideas Now for the fun stuff! Artifact spells to use! I've made 7 Artifact spells to show off. The [+] sign means an additional effect after 5 rounds. Artifacts have universal usage; anyone can cast them. Penalties wouldn't be seen on cards, but I will tell them for you.
Hammer of Thunder Pips: 2 Acc.: 100% +35% Damage on Damage spells, [+] 15% Pierce Penalty: -30% Damage for 3 Rds.
Mourning Scythe Pips: 2 Acc.: 100% +30% Damage on Steal spells, [+]30% Ward on Steals Penalty: -30% for 3 Rds
Torch of the Sun Pips: 2 Acc.: 100% +30% Damage on damage over time spells [+] 25% Accuracy Penalty: Dispel next spell
Ice Shard Pips: 2 Acc.: 100% +1 extra Stun Block when stunned [+] 35% Resist Penalty: +30% Ward on Self
Jade Urn Acc.: 100% +300 Heal over time on Heals [+]30% Penalty: -30% next incoming for 3 Rds
Last Hour-Glass Pips: 2 Acc.: 100% +1 Pip on Damage spells [+] 30% Pip Chance Penalty: -30% Pip Chance for 3 Rds
Assistor's Blade School: Myth Pips: 2 Acc.: 100% +30% Damage to Minion [+]30 Critical & Block to Minion Penalty: -30% Damage on Minion for 3 Rds
Artifacts are designed to add a bonus to your spells. I tried to cover the main school focuses, but I do want to hear some other players' ideas and combinations. There are many powers yet to be seen!
Tell me what you think of the concept of Artifacts. Could it work or is it a fail? Thanks!
These are some other ideas for different artifacts: : Infernal Lamp Pips: 2 Acc.: 100% +30% damage to single damage spells [+] a permanent Smoke Mantle on enemies (-40% acc.) Penalty: Permanent Smoke Mantle to self. : Glacial Sword Pips: 2 Acc.: 100% Stun caster when stunned [+]35% damage. Penalty: -30% weakness on self. : Thunderous Armour Pips: 2 Acc.: 100% +35% resist [+]15 Stun resist. Penalty: +30% inc. damage for 3 rounds. : Resistant Minion Pips: 2 Acc.: 100% +30% resist on minion [+]30 critical & block to minion Penalty: +30% inc. damage to minion for 3 rounds. : Nettle Dagger Pips & acc.: same as always. +300 DoT on damage spells [+]30% damage. Penalty: +30% inc. damage for 3 rounds. : Obsidian Blade +30% damage to single damage spells [+]30% trap after single damage spells. Penalty: -30% out. damage for 3 rounds. : Empowering Pip +1 pip on inc. damage spells [+] -30% power pip chance on enemies. Penalty: Enemies gain +30% power pip chance for 3 rounds.
I made these to do the opposite to the current ideas you had, and if I couldn't, then I changed it to effect others somehow. I hope you like my ideas.
These are some other ideas for different artifacts: : Infernal Lamp Pips: 2 Acc.: 100% +30% damage to single damage spells [+] a permanent Smoke Mantle on enemies (-40% acc.) Penalty: Permanent Smoke Mantle to self. : Glacial Sword Pips: 2 Acc.: 100% Stun caster when stunned [+]35% damage. Penalty: -30% weakness on self. : Thunderous Armour Pips: 2 Acc.: 100% +35% resist [+]15 Stun resist. Penalty: +30% inc. damage for 3 rounds. : Resistant Minion Pips: 2 Acc.: 100% +30% resist on minion [+]30 critical & block to minion Penalty: +30% inc. damage to minion for 3 rounds. : Nettle Dagger Pips & acc.: same as always. +300 DoT on damage spells [+]30% damage. Penalty: +30% inc. damage for 3 rounds. : Obsidian Blade +30% damage to single damage spells [+]30% trap after single damage spells. Penalty: -30% out. damage for 3 rounds. : Empowering Pip +1 pip on inc. damage spells [+] -30% power pip chance on enemies. Penalty: Enemies gain +30% power pip chance for 3 rounds.
I made these to do the opposite to the current ideas you had, and if I couldn't, then I changed it to effect others somehow. I hope you like my ideas.
Ooh I get it now.. And these ideas are good indeed. I would use a pip or 2 from Zeke for these spells
These are some other ideas for different artifacts: : Infernal Lamp Pips: 2 Acc.: 100% +30% damage to single damage spells [+] a permanent Smoke Mantle on enemies (-40% acc.) Penalty: Permanent Smoke Mantle to self. : Glacial Sword Pips: 2 Acc.: 100% Stun caster when stunned [+]35% damage. Penalty: -30% weakness on self. : Thunderous Armour Pips: 2 Acc.: 100% +35% resist [+]15 Stun resist. Penalty: +30% inc. damage for 3 rounds. : Resistant Minion Pips: 2 Acc.: 100% +30% resist on minion [+]30 critical & block to minion Penalty: +30% inc. damage to minion for 3 rounds. : Nettle Dagger Pips & acc.: same as always. +300 DoT on damage spells [+]30% damage. Penalty: +30% inc. damage for 3 rounds. : Obsidian Blade +30% damage to single damage spells [+]30% trap after single damage spells. Penalty: -30% out. damage for 3 rounds. : Empowering Pip +1 pip on inc. damage spells [+] -30% power pip chance on enemies. Penalty: Enemies gain +30% power pip chance for 3 rounds.
I made these to do the opposite to the current ideas you had, and if I couldn't, then I changed it to effect others somehow. I hope you like my ideas.
I think these are all very nice ideas. I would suggesting giving [+]30% Stun Resistance to Minion for your Resistant Minion idea. That would make the spell a little more defensive based for the Minion. Otherwise, the other ones are great!
Maybe you should change the Balance Artifact so it gives pierce? They don't have any prisms (I'm sure you know that) so I think it would be better. Maybe something like this:
Last Hour-Glass Pips: 2 Acc.: 100% +10% Pierce on Damage spells [+] 30% Pierce Penalty: -25% on Outgoing Damage spells
Anyway, I think Pierce would be better than gaining a pip, just a thought.
Nick "If you say 'plz' because it's shorter than 'please', I'll say 'no' because it's shorter than 'yes'."
Maybe you should change the Balance Artifact so it gives pierce? They don't have any prisms (I'm sure you know that) so I think it would be better. Maybe something like this:
Last Hour-Glass Pips: 2 Acc.: 100% +10% Pierce on Damage spells [+] 30% Pierce Penalty: -25% on Outgoing Damage spells
Anyway, I think Pierce would be better than gaining a pip, just a thought.
Nick "If you say 'plz' because it's shorter than 'please', I'll say 'no' because it's shorter than 'yes'."
Again, I think there is a misconception on the spells. In my eyes, I would rather see these more as Item Cards and Treasure Cards and are dispersed on various gear and rewards, rather than be given to each school through a quest. I feel it leaves mystery to the spells and that very few things are set in stone. I'm shooting for a more universal use. The down side is by putting the effect into 1 school set, players think "Oh, my school only get's X spell and thus is at an advantage/disadvantage." That's not what I'm trying to get at. As I said in my original post, I would like to hear other players combinations on Artifacts. So, I'm not going to change Last Hour-Glass, but maybe you could make another Balance Artifact idea.
Generally, I like to make Artifact's second effect different from the first, so that Players gain 2 effects after 5 rounds, but that's just me. So heres a different Balance Artifact you could obtain:
Obsedian Spear Pips: 2 Acc.: 100% +15% Pierce on spells [+]30% Pierce to all spells
*So Balance spells gain 45% Pierce when in use, while any other spell a Player casts has 30% Pierce after 5 rounds. I also wanted to show an Artifact that only effects 1 school's spell. The +15% Pierce wouldn't be granted on any spell that isn't Balance in the first 5 rounds.
This is more of an example for other players to make there own combinations.
Has anyone ever thought of an Artifact that effects heals and damage? Broken Claw Pips: 2 Acc.: 100% +25% to [+]25% to Damage
Or one that is universally offensive and defensive?
Warrior Helm Pips: 2 Acc.: 100% Gain -40% Ward on Inc. Damage [+]30% Damage
Again, I think there is a misconception on the spells. In my eyes, I would rather see these more as Item Cards and Treasure Cards and are dispersed on various gear and rewards, rather than be given to each school through a quest. I feel it leaves mystery to the spells and that very few things are set in stone. I'm shooting for a more universal use. The down side is by putting the effect into 1 school set, players think "Oh, my school only get's X spell and thus is at an advantage/disadvantage." That's not what I'm trying to get at. As I said in my original post, I would like to hear other players combinations on Artifacts. So, I'm not going to change Last Hour-Glass, but maybe you could make another Balance Artifact idea.
Generally, I like to make Artifact's second effect different from the first, so that Players gain 2 effects after 5 rounds, but that's just me. So heres a different Balance Artifact you could obtain:
Obsedian Spear Pips: 2 Acc.: 100% +15% Pierce on spells [+]30% Pierce to all spells
*So Balance spells gain 45% Pierce when in use, while any other spell a Player casts has 30% Pierce after 5 rounds. I also wanted to show an Artifact that only effects 1 school's spell. The +15% Pierce wouldn't be granted on any spell that isn't Balance in the first 5 rounds.
This is more of an example for other players to make there own combinations.
Has anyone ever thought of an Artifact that effects heals and damage? Broken Claw Pips: 2 Acc.: 100% +25% to [+]25% to Damage
Or one that is universally offensive and defensive?
Warrior Helm Pips: 2 Acc.: 100% Gain -40% Ward on Inc. Damage [+]30% Damage