Saturday, November 12, 2011

Fourth Theory Document Coming Soon

The fourth document for Theory will be "Theory: Arena" and will focus on the Player Vs Player aspect of the game. In the doc, I will showcase custom PVP maps and game modes which alter the tactics beyond simple death-match and capture the flag. The document will be free and available (like the rest of theory) here on the blog. Got an idea, comment, or thought for Theory: Arena? Email me or leave it in the comments below.

New Terramage Ability:
Altruism allows the terramage to sacrifice his own HP to heal an ally. you may also notice that it's a defensive action, which provokes offensive actions from anyone within range. This ability is intended to give the terramage an external form of healing that is in line with the "Regeneration of self" theme. A terramage's healing isn't as effective as a light mage's healing, and I don't feel that it should be (since a primary aspect of light magic is healing).

New Metamagic Ability:
Dual allows the mage to fire two spells simultaneously. However, the sum of the metas for both spells cannot exceed the mages spell matrix, and the spells don't share power metas, making them weaker than if they were cast individually, but more effective in terms of cast time. When I first envisioned this meta, I imagined a robed figure entering hostile territory and quickly getting surrounded, then throwing two fireballs in opposite directions and unleashing hell.

New Weapon Enchants:
Arc-strike should provide some interesting Area damage and potentially modify where players choose to stand when fighting each other. Get close and be ready to strike back, but take damage. Or, Stay back and attempt to reduce that damage but have less AP to use on the offensive.

Who doesn't like turning your enemies to stone?

An angry weapon for an angry wielder: the furious enchant will likely become a staple for melee characters due to it's well rounded bonuses and the fact that it removes the chance for you to fumble your weapon.

While knocking enemies back might not be useful for all melee archetypes, it puts others in the perfect position for their next move. Not to mention the extreme usefulness to ranged archetypes.

New General Abilities:
I have also added new general abilities to the "Hit Points", "Mana", "Initiative", and "Action Points" sections. These abilities should allow more flexibility within character creation and allow players to fine tune their characters in a very specific way. Many of these abilities are simple inherent bonuses or regenerative augmentations.

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