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Monthly Item: Mage Gloves

#1
The Mage Gloves would take over the secondary slot and function as a special weapon. Similar to the Creed (Book) we have, it comes with several versatile spells to swap to on the fly. Differing from the book, however, is that the Gloves will have a "Mana" counter (Ammo) that starts at 50% a round and regenerates about 1% every 2 seconds. Spells cost varying amounts of Mana.

The main change is that you can equip Four spells at a time, but there are more than four total, which can be added in via a menu on the item in your inventory.
There are four spell Equip slots, which can be cycled via right-clicking with the Gloves equipped.

Note that newly spawned Mage Gloves come with 4 spells randomly selected. If you have a second pair of Mage Gloves, you can add the spells it has to your own Gloves, destroying the used ones in the process. This unlocks more spells to equip!

UNLESS SPECIFIED, spells must be cast standing STILL.

Spell #1: Vortex
Cast Time: 1 second
Mana Cost: 20%
Range: Unlimited (Within view)
Length: 10 seconds.
Cooldown: None. (One Vortex at a time.)
Effect: Upon beginning a cast of Vortex, the area you're aiming at will begin to throw around dust and dirt. After a second passes, it'll make a loud whooshing noise and start a small whirlwind where cast. Anyone but the caster who enters the whirlwind will be slowed and have their ammo leeched. Leaving the whirlwind has these effects persist for several seconds afterwards. Any ammo leeched goes to the caster.

Spell #2: Corpse Leech
Cast Time: 1 second
Mana Cost: 0%
Range: Touch
Length: 8 seconds.
Cooldown: 1 minute.
Effect: Cast it on a corpse to "Leech" mana from it, similar to the Creeds' healin function. Doubles Mana Regen rate for 1 minute.

Spell #3: Shackles
Cast Time: 2 seconds
Mana Cost: 15%
Range: Long (1800 units)
Length: 20 seconds.
Cooldown: 40 seconds.
Effect: When cast on another player, you're "Shackled" together and any movements you make, they will also make. They can still move and shoot, but whatever movements you make take priority. Must be "Charged" during the cast time and landed accurately, like the Swap Blaster.

Spell #4: Flurry
Cast Time: Instant
Mana Cost: 25%
Range: Self
Length: 30 seconds.
Cooldown: 60 seconds.
Effect: Increase Firerate and Mobility on self by 15%. Increase damage taken from all sources by 5%.

Spell #5: Mana Shield
Cast Time: 5 seconds.
Mana Cost: 50%
Range: Self
Length: 60 seconds.
Cooldown: 60 seconds.
Effect: Cast an absorbent shield on yourself, causing 50% of any damage taken to be drained from your Mana pool instead of life. 100% Mana is 100, so essentially 100 extra HP. If you take 90 damage, your HP will take 45 and your Mana 45. If you don't have the mana required, HP is taken instead.

Spell #6: Light Arrow
Cast Time: 1 seconds, 0.5 seconds, 0.2 seconds, instant.
Mana Cost: 10%
Range: Average (1200 units)
Length: Instant
Cooldown: None
Effect: When cast, fires a semi-tracking arrow of light that does 25% damage to whoever it hits. If you cast it again immediately, the cast time is reduced until the fourth cast, in which it is instant at that point. Every cast increases the next casts Mana Cost by double. 10%/20%/40%/80%.

Spell #7: Overflow
Cast Time: 5 seconds.
Mana Cost: 100%
Range: Self
Length: 40 seconds.
Cooldown: N/A
Effect: Immediately after casting, enter Overflow. A timer begins and after 40 seconds you will instantly die. While in Overflow, Mana instantly recharges to 500% and quadruples in recharge rate and all spells are cast twice as fast.

Spell #8: Imbue
Cast Time: 5 seconds.
Mana Cost: 30%
Range: Self/Touch (If other player)
Length: 60 seconds
Cooldown: 30 seconds
Effect: When cast on yourself or another player, increase all stats for whatever weapon they're currently holding by 5% for the duration. Does not stack.

Spell #8: Sprinkler
Cast Time: Instant
Mana Cost: 2% a second.
Range: Very Close (<200 units)
Length: N/A
Cooldown: N/A
Effect: Can be cast while moving. When casting Sprinkler, the area around you becomes wet and puts out any fire effects on the player or world. If shot while channeling Sprinkler, the player damaging you gets temporarily blinded by water splashes. To put out a fire DOT on self, must be held for at least a second or two.

Spell #9: Totemic Golem
Cast Time: 5 seconds
Mana Cost: 30%
Range: Touch
Length: 120 seconds
Cooldown: 120 seconds
Effect: Summons an immobile totem that will hurl globs of mud at anyone who damages you near it, dealing 10 damage and slowing them temporarily. Standing near the Golem will lower damage taken from all sources by 10% for any players there.

Spell #10: Shadow Realms
Cast Time: 2 seconds
Mana Cost: 20%
Range: Medium (800 units)
Length: 60 seconds
Cooldown: 30 seconds
Effect: Summons a fog of darkness similar to the Smoke Grenade, but doesn't affect the caster (Can see through it). Can dissipate if enough bullets are shot through it.

Spell #11: Curse
Cast Time: 1 second
Mana Cost: 25%
Range: Medium (800 units)
Length: 30 seconds
Cooldown: 30 seconds
Effect: When cast on a player will dim their vision and lower all stats on equipped items by 5% for the duration.

Spell #12: Cataclysm
Cast Time: 5 seconds
Mana Cost: 100%
Range: Self
Length: N/A
Cooldown: N/A
Effect: When finished casting, explodes the caster as in a manner similar to a Jihad, causing great damage over a wide area. If the caster is a Traitor, Cataclysm deals 50% less damage to their allied Traitors.

Spell #13: Coming soon?
Cast Time:
Mana Cost:
Range:
Length:
Cooldown:
Effect:
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#2
i like it very cool idea that you and me had terran!
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#3
+1 A very good idea, Terran! ^^ You always come up with inventive ideas that help make TTT fun and more enjoyable, and this is an item that many people would be excited to get/buy!
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#4
damn this shit seems cool. ive been wanting "real" spells since I saw the mage class just meant that you got to shoot fireballs out of your gun. PLZ ADD
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#5
Sounds pretty interesting and would definitely be regarded as one of the coolest monthlies. Also provides incentive to collect and trade them around. I like this +1
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