RPG Inferno Suggestions Thread

Koloth all you have to do is make 100% hit enchantments that use like 5000 enchant points and not make any components for the books. This would make it to where the books will place a Dex effect on how well spells would be casted from the book. Also I would recommend having the spells be stronger then any other spell in the game to reduce the amount of heavy hitting spells people are allowed to use.
 
I wasnt thinking of the Mage Book to cast any specific spells though. It would basically be something to enchance the mage's ability to cast more damage in a spell. In Inferno, Mages count on casting spells vs using melee attacks. So enchantments really dont help much, unless they actually run out mp. But hopefully by level 100, the mage will have spells to help keep their mp up or their mp is quite high.
 
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Funny, I was actually thinking of having Mage Books put in the shield location. The books would be an exclusive item for Mages. It could have a magic bonus as well. I know that we have had problems with modiifiers in the past. I also know we modified how mag is added in attributes. But there will be a time where mages will need additional help. Mage books will come in later in the game. When players have reached 100+.

Now there could be an enchantment for the book as well. Dont know if that helps when casting spells though.

Also, Katanas are two handed weapons.

Just a point of information: To my understanding, I believed that status modifiers were going to be excluded in this game due to the problem with glitched stats that occurs when a player constantly levels up while exchanging weapons with different bonuses. Is the administration of the RPG Inferno of the site considering to add these bonuses and if so, why is the counter method to be considered in order to prevent the exploitation of this glitch?
 
I want my keyblades back :sad3: And the katanas sound like a great add. The Grimoire would be a great add-in for mages :) Just make sure these weapons get attack types.
 
I would like to present a motion to the administration for the limitation in the amount of attack types in the game. This is to prevent players from having to change from time to time back and forth between attack types since it is well known that the designers of this game thought that it would be interesting for attack types to reset each other when used.
 
I wasnt thinking of the Mage Book to cast any specific spells though. It would basically be something to enchance the mage's ability to cast more damage in a spell. In Inferno, Mages count on casting spells vs using melee attacks. So enchantments really dont help much, unless they actually run out mp. But hopefully by level 100, the mage will have spells to help keep their mp up or their mp is quite high.
True enchantments wouldn't be of very much benefit but think about this there are spells that would work best to be restricted in usage and what not by placing it in a book you make it seem like the spell would be stronger which it would be with a 100% chance to hit with good dex it also would require high mag.
This being said it would make it to where they only rely on physical attacks to use the enchantments on the books which would be stronger then the actual spell.
 
Attack Types and Enchantments are going to be limited. Also there is going to be strict control with components to make sure they dont make overpowered weapons.

Yes, I considered the glitch. I am looking for other solutions. But unfortunately Inferno never made a stat for mag in weapons, armour and clothing. I am going to use this in a very limited amount of items. If it comes to this. No assassin or warrior stuff will have modifiers. I think the glitch was abused because so many items had modifiers and the bonus was extreme. When Adamant used them on one staff there was no problem.

Hey I got a thought. We could also put an enchantment on a staff with 100 percent cast percantage, when used like melee weapon. But it would require a very high arcane level to use. Not sure how high. Since it would not cost any mp to use. Maybe this is what Dlain is suggesting.
 
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Enchantments could be limited greatly by making the welding skill useless to mages. This means they get no components. If you make them buy all of their weapons and armors you can control what items may be enchanted. With that you could make certain enchantments take up 5000 enchantment points while the highest any non-mage item will go to is like 10. In effect that would make the magic books/rods/staffs actually magical. It would also allow you, the inferno staff, to have a greater control of how mages advance through level by changing the items and enchantments as you see fit. With only mages being allowed to use enchantments it would balance out the entire game and make the mages a good beginning class.

Edit: Face palm. I thought you already figured that out...
 
From now on stores will only be placed in class areas. Which were created this week. There may be some limited items sold in clan areas as well. But there will be a strict rule that no weapon, armour ect. with an enchantment added, will be allowed to be sold. Sorry, this way we can keep class items controlled. You can however sell items without enchantments.
 
i am assuming that the level 1 spell max damage is 50 and the second level max is 80, so was wondering if that could be increase because i think its too little. i can't get through the ruins by myself becasue its a long dungeon and by the end(which is ruin 4 for me) i have absolutely no mp left. ive been able to do max damage most of the time and have 500 mp, but i still don't have enough mp even with 12 potion that heals 100mp. just a suggestion
 
Hmm, you do not have the spell fully maxed yet right. I believe the mp cost goes down, when trained. But I guess I could tweek the ra spells to 100 damage max or reduce the initial mp cost.
 
well i got the one that i used regularly to level 10 for second level magic and level 5 for first level magic, think thats the max but still run out of mp
 
The mp cost for level is only 30 mp. It goes down to 20 mp. You have 500mp right. So the highest mp potion is 70 and I think you can fuse with other mp potions. You get 12 potions. You still are running out of mp. What are the pots you fusing?
 
koloth factor this in he also has to use spells to heal himself often.
 
well it goes down to 21 only.

im fusing the 70 + 30 potion to get 100mp potion. but yeah and i have to heal with magic, not to mention missing with my spell even at max level. and unluckily having to fighting 2 turtles twice at 800 hp each
 
Thought I fixed it so the spell didnt miss often. Ok I will increase damage to 100. But cant make it any higher than that. I know the max was once 120. But it also had a much higher miss percentage.
 
well it doesn't miss that often but it still misses a couple times a battle and more with enemy with more hp since i have to cast it more.

but the damage increase to 100 is good enough
 
Unless the enchantment effects the MAG stat, which is impossible, just strength, defence, weight, and enchant, then it would have no effect on casted spells...

However, these Books (or if it is just one Book...) could have a really high chance to hit item class modifier, and the enchantment have a 100% chance of casting some spell, so an attack wouldn't really have any power, but it would be a means to cast a spell that isn't in your inventory (couldn't be too good though, since it wouldn't use any MP whatsoever). :monster:

Or even if there is a chance of a hit not casting the spell and the turn being wasted, maybe it has an 80% or 90% chance, I would imagine it would have to be very high to be a reasonable action to take.
 
well with the books it would make mages have to worry about their dex given that they have to hit their target before the spell would cast. changing the stats that a mage would rely on completely. Also there is a way to make it cost mp.
MP damage (permanent) | Caster | turns 1 | amount of cost.
 
True enough about how it could cost MP when cast, but I really don't think all three classes should have to be investing a good chunk of their attribute points to DEX, it's stuff like that where Mages should be different, unique. :/
 
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