Great topic.
Mages also need an item for Doomsday Event
They most definitely do not.
A 19 defense helmet with no magic penalty IS a mage item. Paladins are traditionally, so holy and righteous that they become warriors with the blessing of the god/s and can do things like heal and more
clerical spells, but no clerics in TMW so far, but this helmet permits one to act as a paladin, as a mage. Warriors are the class that got the cut again. Not mages. There are no good
warrior items(specifically).
Changing magic offensive spells is a bit troublesome.
So don't. Mages are more about what they can do that others cannot and unfortunately non-combat actions haven't been giving mages exp other than heal spells. Things like a resurrect from dying location should give big exp, but cost big in some way, like major loss of MP. Mages can find secret doors and portals (in dice RPGs/lore), or open them
like catalazuli, which should give mage good exp if it doesn't already. Mages just need other ways to be useful and gain exp other than big attack spells. They should
be able to transmute more things so they don't need to grind as hard to get items, etc. Fireball is exciting, but to be really good, there'd need to be flammable objects mobs and some mobs immune, etc ... not just plain old damage. To be a mage means to think and zapping lightning is not much of a talent compared to turning something in the environment into something more useful. Druids in D&D had 'sticks to snakes' spell. I think it is cool that dark mages finally have good spawns, but why are dark mouboo not as tough as real mouboo? (if possible to summon)
Dark mages have no asorm so to be fair they could have just been more offensive with their spawns or be able to blind others or something wacky. itenplz reminds me of a clerics turn spell, but the opposite effect. How hard would it be to make a spell that makes mobs move away from you rather than towards? How hard is it to make it work on only certain mobs, like undead creatures only as would be the case for clerics in other RPGs with a few exceptions?
I would improve #ingrav attack speed, or #confringo attack range.
Please don't make a powerful spell like that happen more often. Big animation and big sound (bad for performance). Instead how about making it more powerful, with say another attribute and please not agility?
Dexterity is a good one because in many RPGs the rationale is that some spells require good dexterity to perform them, like illusionist spells and offensive and such. Maybe
strength could increase spawn damage or if easier, a few more mobs instead or just better mobs with more strength (I think already implemented with dark spawns a bit?).
less rare than Enchanter's Amulet, but a bit more expensive
I really hope this isn't the 30kk items that can be bought at NPC and I hope it is something
specific to warriors. Mages can wear armour (paladin helmet) so how about a magical item for warriors. I propose an item that is used as melee, but when a crit or certain other chance based thing like double damage would take place, it could be used as a range weapon that does more damage, like double (bull helmet) or like in the old Link (Zelda) when Link had full health, the knife was a projectile, but when hurt he had to fight melee.
Spell ideas (crazy old post):
viewtopic.php?f=4&t=17028&hilit=magic+s ... gic+spells
Since this server is already deprecated,
is any of this really worth doing? Can it be ported to the new server?
What can I do to help?