Cube Craft “Wizard Warfare”
This is a gamemode. That uses the wands from magic n mayhem to make a whole new mode with even more new ways to kill people.
I thought of this game mode because the wands in magic mayhem are awesome, but you can't use them against players, I have wanted to see this for a very very very long time.
Basics-
The game mode would be focused around killing players for spirit, there would be five teams, for each element. Each team would have 4 players (maybe a mega game mode eventually if it gets a high player count) and would have their teams respective wands all starting at level 1, Each team would have a pen which is 50 x 50 blocks containing their team's element of monster which also gives spirit and can drop armor. The pen level can be upgraded with spirit to increase the monster level, Spirit gain would be multiplied by 4 due to the shortness of the round. You would still be able to upgrade generic attributes through a shopkeeper, You would be able to upgrade wands through an upgrader in your team's base. You can buy heavy armor for 64 of any essence, it reduces (maybe negates) knockback which I see being very important. Blocks can be purchased for 50 spirit per block, though the map would not have to be traversed with blocks. Dying would take away 50% of your spirit.
How to win-
In order to eliminate players you have to destroy their upgrader, which has 5000 hp and fires elemental shots which deal 10 damage to players who attack it. If your upgrader is destroyed your team instantly loses regardless.
Cosmetics-
You would be able to purchase skins for,
-Shopkeeper skins
-Upgrader skins
-Cage skins
Wizard Warfare Rank-
Would include 2 upgrader skins, 2 shopkeeper skins, 2 cage skins, Map selection and team selection. And would potentially allow you to choose between overpowered, normal, and hardcore gamemodes but that could be a future thing.
Balancing-
Hydro wand- Whirlpool will only hold players and will not deal damage to them, and it will only last for half as long as normal.
Clobber Shock wand- Would stay completely normal
Swift wand- Attacks would only travel 30 blocks so you cant snipe peoples bases.
Fire wand- Will not burn people, Flamethrower can travel 3 times further
Frost shock wand- Frost beam can only travel 30 blocks.
Max mana is level 15 when starting
Mana regen is level 15 when starting
Luck is level 20 when starting,
Critical hit damage is level 15 when starting
Your teams respective element resistance starts at level 20
You can not upgrade element damage.
Fire sentries can't burn
Earth golem knockback -50%
Mott knockback -50%
Frostoise speed -25% and damage -25%
Axolandl range +50%, Fire rate -50% ,Damage +25%
Anything else may be balanced to fit whatever makes the game fairer in the future.
This file was made on 9/26/21, If any balance changes are made the weapons I am balancing for this gamemode mathe Magic N Mayhem as of this date, Please comment any suggestions or balances or criticism.
Please add it.
This is a gamemode. That uses the wands from magic n mayhem to make a whole new mode with even more new ways to kill people.
I thought of this game mode because the wands in magic mayhem are awesome, but you can't use them against players, I have wanted to see this for a very very very long time.
Basics-
The game mode would be focused around killing players for spirit, there would be five teams, for each element. Each team would have 4 players (maybe a mega game mode eventually if it gets a high player count) and would have their teams respective wands all starting at level 1, Each team would have a pen which is 50 x 50 blocks containing their team's element of monster which also gives spirit and can drop armor. The pen level can be upgraded with spirit to increase the monster level, Spirit gain would be multiplied by 4 due to the shortness of the round. You would still be able to upgrade generic attributes through a shopkeeper, You would be able to upgrade wands through an upgrader in your team's base. You can buy heavy armor for 64 of any essence, it reduces (maybe negates) knockback which I see being very important. Blocks can be purchased for 50 spirit per block, though the map would not have to be traversed with blocks. Dying would take away 50% of your spirit.
How to win-
In order to eliminate players you have to destroy their upgrader, which has 5000 hp and fires elemental shots which deal 10 damage to players who attack it. If your upgrader is destroyed your team instantly loses regardless.
Cosmetics-
You would be able to purchase skins for,
-Shopkeeper skins
-Upgrader skins
-Cage skins
Wizard Warfare Rank-
Would include 2 upgrader skins, 2 shopkeeper skins, 2 cage skins, Map selection and team selection. And would potentially allow you to choose between overpowered, normal, and hardcore gamemodes but that could be a future thing.
Balancing-
Hydro wand- Whirlpool will only hold players and will not deal damage to them, and it will only last for half as long as normal.
Clobber Shock wand- Would stay completely normal
Swift wand- Attacks would only travel 30 blocks so you cant snipe peoples bases.
Fire wand- Will not burn people, Flamethrower can travel 3 times further
Frost shock wand- Frost beam can only travel 30 blocks.
Max mana is level 15 when starting
Mana regen is level 15 when starting
Luck is level 20 when starting,
Critical hit damage is level 15 when starting
Your teams respective element resistance starts at level 20
You can not upgrade element damage.
Fire sentries can't burn
Earth golem knockback -50%
Mott knockback -50%
Frostoise speed -25% and damage -25%
Axolandl range +50%, Fire rate -50% ,Damage +25%
Anything else may be balanced to fit whatever makes the game fairer in the future.
This file was made on 9/26/21, If any balance changes are made the weapons I am balancing for this gamemode mathe Magic N Mayhem as of this date, Please comment any suggestions or balances or criticism.
Please add it.