Magic Beasts, Contracts, and Spirits

Magic Beasts, Contracts, and Spirits
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The idea

So basically I want something added similar to summons in most open-world/ RPG games and make the world more interesting by adding “Magic beasts” as seen in most RPG’s considering that WoM/AO has a lack of life besides humans and plants (There might be a water boss upcoming soon). These magic beasts can be 1 of two things, enemies, or tamable enemies. The tamable variants are tamable by using “contracts” which is (somewhat) similar to pokemon I guess.
How it works is by using a variant of 1-7 contracts (Minimum, Tiny, Lesser, Basic, Greater, Bigger, Maximum) [more explained below] you have a chance at forming a contract with these magic beasts. The type of purposes for these magic beasts has 3 different variants. there are also beings known as spirits (will talk about near the end of the post)

Contracts

Contracts are a fairly rare magic item that can only be obtained by buying (you can only buy all the way from minimum to lesser contracts from NPCs [on a side note they are VERY EXPENSIVE, the cheapest costing 300 crowns]), Searching treasure chests (can only give from tiny - bigger contracts [on a side note these are pretty rare, each of them scaling, tiny starts at a 1/700 chance, and then go up by a 1/150 chance per level, Can be obtained by some bosses (from Basic - Maximum depending on boss [and the rarity can also scale depending on the boss, most bosses also can’t drop contracts]), and maybe more (i might update in the futures if I have other ideas for where)

These contracts as explained above, are used for “taming” a magical beast, Each magic contract has a higher chance of catching a higher leveled magic beast depending on the level of it

  • Minimum - 25% chance at magical beasts from level 5-25 (after that the percent drops by 1% every level and caps out at .1%, these stop working on magical beasts after level 60)

  • Tiny - 30% chance at magical beasts from level 5-50 (after that the percent drops by 2% every level and caps out at .1%, these stop working on magical beasts after level 110

  • Lesser - 40% chance at magical beasts from level 5-75 (after that the percent drops by 3.5% every level and caps out at .1%, these stop working on magical beasts after level 150)

  • Basic - 50% chance at magical beasts from level 5-100 (after that the percent drops by 1% every level and caps out at 1%, these stop working on magical beasts after level 5-220)

  • Greater - 60% chance at magical beasts from level 5-175 (after that the percent drops by 1.5% every level and caps out at 2%, these stop working on magical beasts after level 5-300)

  • Bigger - 80% chance at magical beasts from level 5-450 (after that the percent drops by 3% every level and caps out at 3%, these stop working on magical beasts after level 5-550)

  • Maximum - 99% chance at magical beasts from level 5-700 (after that the percent drops by .3% every level and caps out at 8%, these stop working on magical beasts after level 5-1000)

(might add more detail in the future)

That covers up Contracts, in summary: contracts are pretty rare magic items, there are 7 that scale in power by level.

Now onto magic beasts

Magic Beasts

Magic beasts are powerful creatures roaming throughout the world. There are enemies, there are bosses, and there are tameable, which I will bring to the table today. but let’s talk about the enemy ones a bit.
there might not be many variants since it will be hard for Vetex to make that many but usually magic beasts differ on the region they spawn in, in some warm regions maybe something like a bird that attacks you by using the powerful wind that they create by flapping their wings, or a fur-covered, worm that can shoot weak earth bullets underground but usually rushes at you to do damage when it has the chance. These are just examples of one of the few magic beasts that can be added in

Now onto the types of tamable magic beasts and what they do

Before we dive into this though we have to talk about lives. Lives make it so magic beasts can only die a limited- amount of times. This is for realism and so people don’t spam them Killing them will result in them being gone FOREVER (unless you find another one to tame). Some however can have multiple lives such as some feline-type fighters which commonly have 9 lives. Combat logging while having a magic beast out will cause them to lose half of their HP that they have at max. When magic beasts hit something or are hit themself, They cannot be drawn back into their contract for about 25 seconds, this doesn’t stack but the timer resets every time this happens, This counts as their combat state. Most Magic beasts have 1-4 lives depending on the strength. When a magic beast dies, the contract they were in withers, meaning that it can only be used 1 or 2 more times

  1. The fighter - These are some of the magic beasts that HAVE lives. These, as you guessed it, are used mainly for fighting. They will support their master by attacking somebody that either attacks their master or that their master points to (using a pop-up GUI). Their attacks usually consist of the same attacks when they weren’t tamed, HOWEVER, using the GUI when a magic beast is out, can toggle something, Magic attacks: enabled or disabled. When a magic beast uses a magic attack, it takes a portion of its master’s mana to perform them. They can randomly cast magic spells during a battle. You can have a max of 2 fighters

  2. Mount - These are some of the magic beasts that DON’T have lives, HOWEVER, they will disappear if neglected, If you constantly use them at their limit tons of times, they will leave on their own, (This won’t destroy the contract they were residing in). Mounts are used for getting around quicker on the land (some of them swim on the ocean but it’s less effective than ships [none of them can fly but they have a “flying” animation which is really just hovering above the ground while walking]). They usually go back into their contract after an amount of time usually increased by their level. When back in their contract it shows the amount of time they need to rest. Being in combat while on a mount will cause it to go back into its contract and it won’t come out until your out of combat; if a mount is hit, they will go back into their contract for 70 seconds. You can have a max of 1 mount

  3. The scouter, These DO have lives, however, they all have 5 lives. These are used for pretty cool reasons, They have a 1/10000 chance for every stud walked to find a treasure chest from the ground, They also scout an area (the size depending on their level) for chests, bandits/ dark wizards/ bosses (can rarely show you bosses though) in the area. when finding a hostile NPC, there is a 1/15 chance that they will follow the scouter back to their master and try and attack the scouter/ master. You can have a maximum of 1 scouter.

In total, you can have a max of 4 contracted magical beasts in your inventory

That covers up magic beasts, in summary: magic beasts are creatures throughout the land that can be enemies or tamable enemies. They have lives and there are also 3 types of tamable magic beasts, fighters, mounts, and Scouters.

Now onto spirits

Spirits

Spirits are fairly powerful beings. HOWEVER, they take a massive toll on the user

Spirits can usually be found not by contracting them, but by finding a spirit contract which is VERY, VERY, VERY, VERY RARE. They have a 1/2500 chance of being found in an underground chest by a scouter. This grinding can pay off though
Spirits are used to give all of the users attacks an attribute depending on what type of spirit it is. Fire spirits make all your attacks apply a burning effect, Venomous spirits can apply poison to all of your attacks, the list goes on. There are also spirits that are like enchantments and they boost your stats such as Magic-refiner spirits which give medium stat improvements to your magic, or specialized ones that give MASSIVE stat boosts to a stat, such as a guarding spirit which makes it so 1/2 of the time you don’t get affected by a status that would normally affect you and boosts your def by ALOT, or a bursting spirit which makes your magic size MASSIVE. You get the point

Now spirits do take a toll though, First of all, you can only have ONE spirit, second of all, when a spirit is out your mana is halved until it is taken back into its spirit contract. They also take 1/7th of your hp every time they are taken out.

Overall spirits are pretty good in PvP

So that was my idea about Magic beasts and contracts, If you have anything I should add on, reply below your suggestion, thanks for reading

12/10/21 edit: bruh looking at this suggestion now this fucking sucks :skull:

this’ll just add an entirely new concept to make everything more complicated though

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this conflicts heavily with lore, for that reason alone I doubt it’d be added

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I honestly don’t really know what to reply to this, it’s just an entire pokemon game in a totally unrelated game
Gotta note the effort tho

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It would be nice to have a few items that can summon allies to help you, however this seems a bit too grand of an idea for AO and the use of these magic beasts could have a similar lag impact as the wom npcs did.

alright i understand the problems of magic beasts, contracts, and spirits, but I still stand by the suggestion for a mount

we hav3 boat

Land mounts wouldn’t really do anything useful for transport since we are on islands (and could be op if they can be used in battle, depends how they move), sea mounts sounds like a way too easy escape if your boat sinks or as a replacement for boats, and flying mounts… no

did you read about the mount section in the Magic beast section?
magic beasts can’t fly they just have a hovering animation, Being in combat makes a steed dissapear and you can’t summon a water steed in water

Well ok now I actually read it and… what’s the point of them exactly? They literally don’t do anything other than being a pain to take care of

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Oh my god man… I am so sorry.

You definitely put a lot of effort into this and for that, I applaud you.

But this probably won’t work for a couple of reasons.

1.) Vetex will not add any sort of animal into AO other than sharks.

He has repeatedly said that he doesn’t know how to design, animate, texture, or program land animals. This is one of the things that he will not change his mind on.

2.) Magic beasts randomly spawning will kill the game’s framerate.

The whole problem with WoM was that it had too many entities trying to pathfind at once. Having beasts randomly spawning and moving will probably destroy the framerate.

3.) Lore

Listen, I hate pulling the lore card since a good chunk of my suggestions have been shut down because it “Won’t fit with the lore”, but adding magic beasts will throw off a lot of stuff concerning the lore. And that’s a deathwish in the forums.

4.) Mounts are just kinda useless

We have boats, and you will almost never run into an island that is so big that you need a magic horse. In WoM this would’ve been a godsend, but in AO it’s just unneeded and pointless.

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Vetex said that magic mutated animals soo…

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Isn’t Vetex already planning summoning elementals as a lost magic skill?
Isn’t this suggestion just making it more complex and making elementals spawn as an npc?

Where and when?

I really like the suggestion, It’s like the God of Highschool’s borrowed power thing. But yeah this won’t fit. I would actually like to see this in another roblox game tho.

If they are pretty rare, they would probably be fine.

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That is a single twitter code.

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One of the why magic is bad for humanity posts

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Bruh even if it’s 10k crowns it’s way too cheap lol

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