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New Types of Player Equipment + sub schools

AuthorMessage
Delver
Mar 10, 2015
257
Lets jump right into this. Basic idea, i wish to propose is to increase each player individuality. Outside of stitches- all large part over used- there is no way to be unique. Like ALL MMOs there are ways to improve this. Here is a way

[Aura Slot}

The aura is your players ability to take ANY SPELL [monster, tc, gear, pet, etc] and to make it enchantable aka a usable card. The way the game works, any spell the player uses becomes a TC when enchanted. This is doing the same thing in reverse.

Lets say you are a life wizard, and you need an aoe. You would buy a crown item- say for give leaf storm- then you would destroy it, and through a crafting recipe (lets say revered) would make it into a little rune. Then equip it.

... Aura slots unlock every 50 levels. Meaning by level 150, we could have 3 of them. You can only have 1 copy aka 3 different spells. To help you play the way you want to.

[Trophy]

simple, the trophy are small bonuses that a player has. That give players very small and basic cheats. For doing very hard, or tedious tasks. Say kill 1000 shinobi pigs in mooshu. When you cast a blade, it may put a second copy of it. ETC ETC

[Rune]

Runes are baby aura slots, they allow you to take with you a maximum of 5 cards with you into the field that can be enchanted. Likewise are one time uses. Like Tc, no PVP. They are easy to craft, it takes 30 runes to make one aura slot.

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Sub Classes- these are classes within each school. That help to fill your gaps. They do not have any new cards. but provide you various stat boosts- kind of like having a companion with you.

YOU have tanks, damage, utility, weakness, synergy, and healers.


Ember Lord- +45% outgoing heal, for power link tanking
Cinder Walker- + 15% pierce, for all dots
Pyromaniac- +25% damage



Puppeteer- -1 pip cost for respective minions
Lore Master- +1 to all stun spells
Task Master- -1 pip cost to earth quake + shatter + after shock



Paladin- +25% resist
Vanguard- +15% damage
Frost Lord- +10% to all shields



Death Knight- Removes all heal backs-> base damage
Plague master- +10% to all weaknesses + -1pip cost
Widower- resurrection +45% effectiveness



Medic- +90% outgoing heal
Wyrd fiend- +15% damage
Herbologist- +10% pierce



Rogue- +25% pierce
Electrocutioner- +15% dmg
Wind Breaker- +10% resist



Equalizer- +5% dmg to every school
Blade dancer: +10% to each blade
Ground Shaker- +1 to all dispels

- all schools can use

Way of Shrike- + 5% damage + 5% pierce
Way of saint- +25% healing outgoing, 25% incoming
Way of omen- +25% to shadow sentinel

All can Use- PVP specifically

Binding aegis- All blades are concealed
Solar guard- All shields are concealed
Solar Roar- dispels no longer place dispel shield, and concealed

All can Use- PVP specifically

Moon Lord- force reshuffle an enemy every time they hit you
Doom Guard- makes all transformations revered level (can block and critical)
Night Bandit- Every 4th move will transform to opposite school every 4 rounds

Survivor
Aug 22, 2010
23
This feels like what pets and jewels are for. You can customize your play style using a healing-built pet for healers, or a damage pet for extra damage. And jewels allow for a lot of customization too.

When it comes to making any card enchantable, uh. This is an upsetting prospect. There are some incredibly powerful item cards that are only balanced because they can't be enchanted.