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New Class Skills [Skills]

dalton10

A frightening Cactus!
Joined
Jul 31, 2011
[General]/[Skills]
Just Brainstorming, so bare with me.

Rouge/Thieves-
Level 25 ( Unspeced ) Level 1 ( Speced ) - Pick Chest - 39% chance to pick a locked chest ( % grows 2 percent per level, stops at 49%) - Cost 1 iron, and 50 % mana. ( even if Lock Pick Fails ) Cooldown Time - 10 seconds.

Warriors-
Level 25 ( Unspeced ) Level 1 ( Speced ) - Trap Chest - Booby Trap a chest - Does 10 damage to everyone in a 5 block radius of the chest when it is lock picked ( still goes off if lock pick fails ) - cost 50% mana, and 1 iron. ( if your trap goes off you have to redo the booby trap in order for ti to work again) Can only have 5 trapped chests at a time. Cooldown Time- 1 hr

Healers-
Level 25 ( Unspeced ) Level 1 ( Speced ) - Heal Chest - Restores a lock on a chest that has been lock picked- cost 25% mana, and 1 iron bar + 1 book. Cooldown Time- 5 minutes

Casters-
Level 25 ( Unspeced ) Level 1 ( Speced ) - Fire Chest - Booby trap a chest with fire- causes everyone in a 5 block radius to catch on fire and they take 6 damage every second for 3 seconds ( even if lock pick fails ) - cost 50% mana, and 1 book. ( if your trap goes off you have to redo the booby trap in order for ti to work again) Can only have 5 traped chests at a time. Cooldown Time- 1 hr

All Classes-
Level 25 ( Unspeced ) Level 1 ( Speced ) - Lock Chest - The ability to lock a chest - cost 100% mana and 1 iron. Max of 5 locked chests. Cooldown Time- 1 hr

Please tell me what you think should be added or taken off. :p
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
If it could be done (it sounds like a lot of coding for something not too different from LWCs), the idea of locks and lock-picking could be very interesting. I put together my own version of your skill ideas:

Basic terms and limits:
"outsider" is any player who did not cast Lock on the door or chest concerned.
"access" is either attempt to access with right-click or usage of the Lock Pick skill.
A chest can have up to 3 locks on it. Additional locks must be cast by the original owner of the first lock.
Each lock can "hold" one Trap.
A chest or door with a broken lock will still produce trap effects if the trap hasn't worn off.

-Lock Skills-
Lock : Crafter Lv.17, All Professions Lv.1
Puts a lock on a chest or door, limiting it's use to the caster alone.
Reagent: 2 Iron Ingot, Mana: 50, Warm-Up: 6 seconds, Cooldown: 10 minutes

Lock Pick: Rogue Lv.28, Thief Lv.1, other Rogue specs?
Chance to break a lock, increases some with level.
Reagent: 2 Iron Bars, Mana: 18, Warm-Up: 4 seconds, Cooldown: 15 seconds

Check Lock: Thief Lv. 25 or so
Examines lock to determine whether it's been trapped or not. Has a chance of failing.
Reagent: none, Mana: 12, Warm-Up: 2 seconds, Cooldown: 20 seconds

Repair Lock: Smith, Engineer, Merchant, Miner
Repairs a broken lock on a chest or door.
Reagent: 1 Iron Bars, Mana: 25, Warm-Up: 5 seconds, Cooldown: 20 seconds

-Lock Traps-
Fire Rune: Geomancer (maybe just Caster?)
Used on any locked chest or door. When the chosen lock is accessed by an outsider, all players within a radius catch on fire for 6 seconds, taking 5 damage per second. The Rune is dispelled after 1 activation.
Reagent: 1 Blaze Powder (or Flint and Steel?), Mana: 30, Warm-Up: 5 seconds, Cooldown: 10 minutes

Ice Rune: Geomancer
Used on any locked chest or door. When the chosen lock is accessed by an outsider, all players within a radius are afflicted by a 1-minute Slow. The Rune is dispelled after 1 activation.
Reagent: 1 Snow Block, Mana: 30, Warm-Up: 5 seconds, Cooldown: 10 minutes

Lightning Rune: Wizard
Used on any locked chest or door. When the chosen lock is accessed by an outsider, the outsider is struck with lightning and dealt 40 damage. The Rune is dispelled after 1 activation.
Reagent: 2 Gunpowder, Mana: 30, Warm-Up: 5 seconds, Cooldown: 10 minutes

Death Rune: Necromancer
Used on any locked chest or door. When the chosen lock is accessed by an outsider, a monster (50% Zombie, 49% Skeleton, 1% Pigman) appears nearby the chest and attacks them (applies Taunt?). The Rune is dispelled after 1 activation.
Reagent: 2 Zombie Flesh, Mana: 30, Warm-Up: 5 seconds, Cooldown: 10 minutes

Confusion Rune: Beguiler
Used on any locked chest or door. When the chosen lock is accessed by an outsider, the outsider is pushed away and afflicted by Confuse for 30 seconds. The Rune is dispelled after 1 activation.
Reagent: 1 Fermented Spider Eye, Mana: 30, Warm-Up: 5 seconds, Cooldown: 10 minutes.

Snare Rune: Druid
Used on any locked chest or door. When the chosen lock is accessed by an outsider, all players within a radius are Rooted for 20 seconds. The Rune is dispelled after 1 activation.
Reagent: 1 Vine, Mana: 30, Warm-Up: 5 seconds, Cooldown: 10 minutes

Blood Rune: Bloodmage
Used on any locked chest or door. When the chosen lock is accessed by an outsider, the outsider's health is drained at a rate of 5 HP per second. This continues until the outsider is killed, or moves 6 blocks away from the lock. The Rune is dispelled after 1 activation.
Reagent: None, Mana: 30, HP: 20, Warm-Up: 5 seconds, Cooldown: 10 minutes

Red Pulse Mechanism: Engineer
Used on any locked chest or door. When the chosen lock is accessed by an outsider, the block emits a Redstone pulse. This Trap is silent. This Mechanism breaks after 20 uses.
Reagent: 1 Redstone Torch, Mana: 40, Warm-Up: 8 seconds, Cooldown: 20 minutes

Alert Mechanism: Engineer
Used on any locked chest or door. When the chosen lock is accessed by an outsider, a chat alert is made regularly within a certain radius (Thinking 20 or 30 seconds and /ch shout radius). The mechanism stops broadcasting after 1 hour (or 30 or 15 minutes?), and breaks after 5 uses.
Reagent: 1 Iron Bars, Mana: 20, Warm-Up: 8 seconds, Cooldown: 20 minutes


Lol, I'm so happy just to keep making up lock skills.

Of course, I would like to keep LWCs around as a prohibitively-expensive, totally-safe way to store things.
 

dalton10

A frightening Cactus!
Joined
Jul 31, 2011
Well it would be like that so that people can trap their locked chests to sorta scare people from trying to open them.
 
S

shrimpy77

I don't like this skill idea, people pay good money for their locks so they can keep their stuff safe. Not have it token away from just rogues.
 

ezmac

ICE ICE ICE!
Joined
Feb 20, 2011
This..........sounds..........*******.........amazing............

and @shrimy77 I think they are talking about having this lock system coexist with the LWC system. Locks would cost nothing of much less then LWC, but would not be as effective. They would be more fun though. :D
 
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