I only recently joined the game, so lets face it, most of the stuff I will say comes from inexperience and lack of knowledge. But hey, I'm basically doing this for fun. [Hiii]
Warstaves
Manufactured from several combinations of clockwork minerals, these staves are clumsy to fight with up close, but their true value comes from the results of said combination. The minerals in the staff seem capable of picking up on the user's brainwaves, as such, knights may concentrate for a few moments, and then, once reaching the peak of the staff's power, may unleash a devestating elemental attack. Each combination of minerals yields a different attack, and as the minerals grow more fine so do the elemental attacks grow stronger.
What does this mean in gameplay?
Warstaves are a very weak physical weapon, they're slow to use, cause few hits, and deal little damage. Through charging, however, they unleash a very strong elemental attack on the location of the player's mouse, sadly, doing so will send the staff into a short cooldown, which naturally continues while using a different weapon. Such is the tactical sense in this weapon, while you can go pure staves, you may end up hitting people with an unwieldy stick, but bringing a staff with some other weapon, lets one keep up a good fight while waiting for their stronger attacks to recharge.
I mentioned this in the description, but I am sort of wondering whether or not to include minerals in the recipes for staves, it's a bit of stretch to be sure, kinda makes this weapon a pain to create as well as a problem on another gameplay element.
Elemental Attacks
Fire
Fireball[s] - Unleashes one or more [depending on the level of the staff] orbs of flame forward, upon hitting an opponent, they cause elemental fire damage along with a very high change to cause burning. The orbs travel slowly, however, and the knight moves slowly while shooting the orbs. Cooldown: Short to Medium [number of orbs]
Burn Field - Conjures a standing circle of fire in the mouse's location, all enemies in the circle take constant, low elemental damage with a very low chance of causing burning. Higher level staves increase the size of the circle as well as it's duration. Cooldown: Short
Meteor - Calls a meteor down on the mouse's location, upon the meteor's crash, it will explode, causing extremely high elemental damage to anything in it's wake with a medium chance of burning, there is a small delay before the meteor lands, however. Higher level staves increase the size of the meteor, and therefore, the size of the explosion. Cooldown: Long
Ice
Blizzard - Calls on sheer cold to stand in the mouse's location, causing constant, very low elemental damage, while having a very high chance to freeze [the freeze will break, however, because of the constant damage, so anything caught inside sort of crawls it's way out.]. Higher level staves increase the size and duration of the blizzard. Cooldown: Short
Frosting - Sends icicles running along the ground forward, dealing medium elemental damage to anything along it's path, along with a medium chance to freeze. The icicles continue past any enemy they hit. Higher level staves increase the size of the icicles, making a larger hit path. Cooldown: Short
Glacier - Erupts a large glacier at the mouse's location, anything in that area takes very high elemental damage with a low chance to freeze. Higher level staves increase the size of the glacier, and it's hit area. Cooldown: Medium
Electricity
Chain Lightning - Unleashes an arcing bolt of lightning that zips through enemies in a group, each enemy taking one hit or more depending on the level of the staff. The bolt deals very low elemental damage with a high chance of causing shock. Cooldown: Short
Static - Summons a field of incredibly strong static electricity, all monsters caught in the field will be completely paralyzed, meaning they are shocked and stuck in place, sort of like freeze, but with a little damage. The attack deals incredibly low damage at a constant pace. Higher level staves increase the area of effect. Cooldown: Long
Thunderstorm - Calls on electricity to strike at a targeted location several times for medium elemental damage and high chance of causing shock. After this attack is used, the position of the mouse acts as it's strike area, meaning it will constantly strike at whereever your mouse is, even after switching weapons. Higher level staves offer more strikes of lightning. The time between each strike is different for each staff, the higher the level, the longer the time. Cooldown: Long
Shadow
Gravity Hole - Opens a gravitic rift, which pulls all nearby enemies into it, all enemies inside the rift's location will take constant low shadow damage. Higher level staves increase the "magnetism" of the rift as well as it's size. Cooldown: Medium
Shadow Pit - Calls up the shadows on the clockwork to build up in a single, circular area. Any enemy in the area is slowed [stunned, basically], and takes constant low shadow damage. Higher level staves increase the size of the circle. Cooldown: Short
Gravity Bomb - Sends a very slow moving orb that, upon impact, discharges into several explosions, each causing high shadow damage. Higher levels increase the amount of explosions generated. Cooldown: Medium
Invisibility - Summons a glyph in the mouse's area, any knight that passes through it will turn completely invisible. Monsters will not target him unless he strikes them. The glyph works only a few times before dissipating. Higher level staves increase the amount of times it works and the duration of invisiblity.
Chaos Zone - Fires numerous projectiles at an extremely high speed, the projectiles travel in wild, tricky patterns but all converge at the mouse's area. The projectiles deal very low shadow damage. Higher level staves increase the amount of projectiles. Cooldown: Short
Healing
Summon Life - Summon a few hearts in the mouse's location. The potency of the hearts [how much they heal] increases with the level of the staff, as well as the amount of the hearts. Cooldown: Long
Sanctuary - Calls up a safe field that can only be entered by knights, and cannot be penerated by enemy projectiles, basically a stalling maneuver. Higher level staves increase the size of the field. Cooldown: Very long
The idea is that each staff has one of these in it, just one. I'm not too sure if that's fair though, maybe program a way to use more then one of these in one staff? Cause if there's just one the players will simply HAVE to buy weapon slots, which isn't all that fair for purists.
So yeah, spent way too long to type this up, but I just did this for fun, to spill an idea on the ground.
Problem with your mechanic is that it depends on mouse pointer. Some people don't use it (joysticks, notebooks).
http://wiki.spiralknights.com/Wrench_Wand
Close enough. This one is simple but effective. Throw a ball at whatever way you're facing. No one has problems with that.
Besides most of those alrady exist in some way....
-Fireballs? get a fire gun... (magma driver for fireballs.... volcanic pepperbox for 'burst of flames' effect)
-Burn field? Ash of Agni...
-Frosting sounds like a Glacius Charge.
-Glacier is a triglav charge
-Gravity hole... we have a bomb for that.
-Gravity bomb... see above
-Chaos zone is an alchemer charge
-Healing and sanctuary are overpowered. Even with cooldowns and all, you can simply wait before advancing. And thingk about LD.