07-25-2019, 01:32 PM
(07-23-2019, 10:31 AM)MagicStudiosGuy Wrote: 3) Robe that prevents Cluwne/Animal melee damage
how to make polymorphed players go braindead instantly
ANYWAY here is a magic knight kit I came up with:
General idea for this one is a tanky melee juggernaut that is extremely difficult to kill and hits like a tank in melee but lacks any ranged attacks besides the default magic missile, so they are extremely easy to run away from.
- Enchanted plate armor+helm that lets you cast spells like robes do in addition to being very tough armor. The armor provides a resistance to taser shots and stun bullets, halving the stamina loss and preventing the wearer from dropping items, and the helm is acidproof; however, both pieces of lose their bonus effects when standing in the chapel, when in close proximity to a chaplain, or when worn by a non-wizard.
- Enchanted longsword that functions as a staff, hits as hard as a csaber in melee, and can be recalled to you like the staff of cthulhu. Special attack is a spin that hits all around you but also dazes the wizard, causing a few seconds of slowdown and confused movement. Like the armor, it loses it's enchantment in the chapel, when attacking chaplains, and when wielded by a non-wizard, reducing it's damage (it still hurts like hell though, it's a fucking sword) and causing it to fly out of your hands if you try to spin.
- Enchanted shield that provides even more armor when held and can shove people to the ground when used in melee like the security shields. Using it inhand will surround the user in a barrier that provides further melee resistance and deflects all projectiles. Like the others, it loses it's enchantment inside the chapel or when wielded by a non-wizard, reducing the knockdown chance and disabling the inhand effect, and chaplains are completely immune to the knockdown and can instantly dispel the barrier by attacking.
- Fury: the only spell this kit gives you besides the default three and the sword summon. For 10 seconds, the enchanted longsword(and only the longsword!) gains boosted damage and the ability to stun on hit, while the wizard gains stun immunity and rapid healing. 60 second cooldown. When cast without a staff (or sword in this case) the stun immunity is nerfed to just be increased stamina regen, and besides, casting it without the sword is losing half the spell's power already.