Abilities
Could see infra,magic,invis ablities be tweaked so that you get a low chance
of getting the ability per boot depending on
the % of ability you have trained.
Nomads
Crimson guild could get a guild shield, through out using certain summon
skill. The shield would have 0 bonuses and could
be tuned into any size shield, material would be based on guild rep? or some
other factor. Crimsons would get shield
mastery that would help defending with this shield, the mastery would raise
through doing crimson quests, and using certain
shield skills (stalwart stance, pin down). Alchemist could make clothing to
add fire or acid dmg to shields that would last
30mins-1hr based, this could only be used by high rep. Expose weakness could
last just a little bit longer (after fully
exposed, seems to go out real fast)
Barbarians could be added resist skills for nearly all types (except psionic).
The catch would be that you can only use two
of these resist skills. There could be also a skills that could be used on big
monsters to cause slight stuns and big more
dmg then through pound. Barbarian reputation could have more effect on guild
things, basically seems kinda pointless after
100k atm. (perhaps scale so that its based on lowest - guild leader or
sumething) only minor effect but could give just tad
bit of boost to guild leader?
Good religious ideas
Undead should leave corpses, these could be collected by liberators, nuns, or
tarmalens to gain some sort of rep.
Liberators could get more dodge, parry and combat sense (65-75%?). They should
gain most ghost through out collecting
undead ashes.
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