** Originally posted as comment but I think it can be its own thread **
Rare features seldom seen in MMO's today but that existed in the very, very oldest MMOs.
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Sashes: cast a single spell type - healing, lightning, freezing, etc. Give non-mage/non-healers a single type of spell. Holds fixed number of charges, must be recharged at NPC. Acts as gold-sink.
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Booby trapped chests:
Physically locked - poison, disease, explosive.
Magically locked - random teleport, summon mob, individual or group debuff of all buffs
Bashing chest open sets off booby trap.
To implement in Eldevin would require providing many chests with locks. Classes that would have unlock skills: Assassin (physical), Mage (magical)
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Traps: found in dungeons, consist of - poison, disease, random teleport, chutes that drop you to a lower and more dangerous level for multilevel dungeons, spinners that rotate you without noticing in a random direction so that you get confused since you are no longer heading where you think you are heading.
In Eldevin, the class that could learn the ability to "see" traps -- Rangers
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Stone -- dungeon boss effect -- not only does it kill you it turns you to stone. (Original games stone cost attribute points and aged character.) In Eldevin it would cost 10% attribute for 1 hour after resurrection.
In Eldevin, the class that could learn the ability to remove stone effect -- Prophets
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Charm -- ability to charm mob or mobs to fight with character. Lasts until mobs die. Charmed mobs cannot be healed. Charming a mob adds experience equal to killing it.
In Eldevin, the class that could learn the charm talent -- Templars. Note: this would help make templars more attractive to run because it would make templars easier to level.
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Intimidate - ability to cause mobs to flee. Only works on mobs below the level of the intimidator.
In Eldevin, the class that could learn the intimidate talent -- Warriors
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I think implementing concepts like this would help make Eldevin more unique.
Comments?