I am reposting the posts i made to this new section since its more appropriate.
Original post From Calbert:
calbert wrote:Combo Attack is pseudo-magical, it actually uses the Hand to Hand skill, it is a default if you do not choose some other type of magical skill.
I've been compiling a list of possible starting items based on skills, some basic ones are there but I still have some more to add so that as long as you choose an offensive physical or mental skill you will get a starting weapon/spell and then based on skill levels selected will get either a shield or protective spell as a secondary.
Feel free to add your suggestions to the list of what you think would be a cool starting item for a particular skill. :)
My posts compiled.
Hmm.. there seem to be alot of cool possibilities. For starting items it would have to be something in a special category that the player could use right off. Elementalists could receive a rod of their elemental type that increases in skill with use-also adds base elemental damage with a minor perk.
For example water could have a chance of slowing any opponent,attacks are halved with spell failure chance or similiar
Fire has a chance to set the enemy ablaze doing additional damage each round, if a poor mob is unfortunate enough to be ablaze for several consecutive rounds they could become engulfed-taking more damage if they fail some kind of check.
Earth can bind a mob & do considerable crushing damage at higher lvls,mobs have a chance of being temporarily disarmed due to being pelted with heavy rocks.
Air could have a knockback effect-disabling physical attacks for a round vs the caster. at later skill lvls it could push a mob to the ground making it prone to attack.
necromancers-maybe they could have something they graft onto their body like a arm or eye- I can picture a necro having something like "eye of the dead". It has a chance to siphon life as well as doing necrotic damage. maybe a mob drained to the point of death could be raised as a undead minion(max minions based on necro skill lvl)-being perfectly preserved by the necromancers attacks.
I was thinking for Abjuration a rod that had both defensive & offensive modes. Defensive mode attempts to shield the user from attacks doing less damage while offensive uses abjuration to maximize mob damage by summoning. Something like "ethereal spikes"-gaining more spikes with skill lvl which could effect more than one mob(AOE).
For Nature magic something like "spark of life" or similiar-a gift from the Nature Godess to her followers. the Spark of Life can be equipped as a weapon.The base attack is lightning.Lightning can stun a opponent-also has a chance to arc once users skill becomes greater. *Kobald is struck with minor lightning!** A Kobald is stunned!* *Lightning Arcs,hitting Kobald Commander!* *Kobald Commander is stunned!*
Just a example of a battle going well. =)