Woops I'll do this one next, fully forgot about it.
Sorry cel
Woops I'll do this one next, fully forgot about it.
Sorry cel
More random skill/spell examples:
[B]basic counter[/B]
--advanced counter (twin counter)
--master counter (chance to counter when blind)
[B]basic decoy[/B]
--advanced decoy (decoy explodes for damage)
--master decoy (decoy appears on where)
[B]basic sneak[/B]
--advanced sneak (no extra moves drain)
--master sneak (25% autosneak)
[B]basic air shield[/B]
--advanced air shield (-30 AC)
--master air shield (immune to air damage)
[B]basic reflective shield[/B]
--advanced reflective shield (old lag protection)
--master reflective (old magical damage reflection)
[B]basic strangle[/B]
--advanced strangle (counts as +1 size)
--master strangle (+1 hour duration)
[B]basic pugil[/B]
--advanced pugil (one swinging attack)
--master pugil (same number of attacks as dual wield)
[B]basic create food[/B]
--advanced create food (food casts cure critical)
--master create food (food casts bless)
[B]basic create spring[/B]
--advanced create spring (milk spring)
--master create spring (changes room type to water for one tick)
[B]basic bless arms[/B]
--advanced bless arms (+1 parry/hitroll/luck)
--master bless arms (+1 avg dam/damroll/svs vs. spell)
[B]basic shield disarm[/B]
--advanced shield disarm (+3 to weapon rating for shield disarm/-3 to opponent's weapon rating to shield disarm)
--master shield disarm (negates opponent shield block for one tick if cursed shield)
[B]basic offhand disarm[/B]
--advanced offhand disarm (+3 to weapon rating for disarm)
--master offhand disarm (negates offhand weapon/defenses for a tick if the opponent is dual wielding a cursed weapon)
[B]basic sequencer[/B]
--advanced sequencer (can hold more spells)
--master sequencer (can hold spells of any level)
[B]basic balance[/B]
--advanced balance (no damage from lag attacks)
--master balance (doesn't need flight/boat to enter water/air rooms)
[B]basic vanish[/B]
--advanced vanish (can vanish in combat easily)
--master vanish (half lag/mana cost)
[B]basic sense motion[/B]
--advanced sense motion (as peek)
--master sense motion (can sense while sleeping/meditating and successful steals)
[B]basic stone skin[/B]
--advanced stone skin (-30 AC)
--master stone skin (resist bash-type damage)
[B]basic fired weapons[/B]
--advanced fired weapons (+1 range)
--master fired weapons (+1 range)
[B]basic aura[/B]
--advanced aura (-30 AC/-4 svs vs. spell)
--master aura (-30 AC/-4 svs vs. spell)
[B]basic mounted charge[/B]
--advanced mounted charge (hits the target group)
--master mounted charge (can charge with any weapon type)
[B]basic stake[/B]
--advanced stake (never fails to slay coffined vampires)
--master stake (can use as an opener for damage only once per day against non-coffined vampires)
[B]basic holy wrath[/B]
--advanced holy wrath (also casts lightning bolt when cast outdoors)
--master holy wrath (may cause fear on demon/undead/vamp/lich)
[B]basic hellstream[/B]
--advanced hellstream (exploded items cause damage)
--master hellstream (cast lag -15%)
[B]basic kick[/B]
--advanced kick (double kick)
--master kick (auto kick when lagged/pilfered/nerved/etc)
[B]basic barrier[/B]
--advanced barrier (25% less mana drain)
--master barrier (25% less mana drain)
[B]basic rescue[/B]
--advanced rescue (rescues from all attackers)
--master rescue (extra round of attacks against the foe being rescued from)
[B]basic isolate[/B]
--advanced isolate (causes fear in qraces/classes)
--master isolate (half chance to resist)
[B]basic envenom[/B]
--advanced envenom (can poison weapons)
--master envenom (lotus scourge)
[B]basic cleave[/B]
--advanced cleave (+10% cleave damage)
--master cleave (can cleave with any weapon type)
[B]basic iceball[/B]
--advanced iceball (casts chill touch when cast on water)
--master iceball (casts icicle when cast on water)
[B]basic ikuzachi[/B]
--advanced ikuzachi (one round lag)
--master ikuzachi (causes fear on saves failure)
[B]basic soul tap[/B]
--advanced soul tap (double duration)
--master soul tap (restores HP on the group)
[B]basic energy drain[/B]
--advanced energy drain (greater transfer back to caster)
--master energy drain (may paralyze)
[B]basic assassinate[/B]
--advanced assassinate (half lag)
--master assassinate (death kiss)
[B]basic blackjack[/B]
--advanced envenom (counts as +1 size)
--master envenom (may cause misdirection on fail/immune)
[B]basic onslaught[/B]
--advanced onslaught (no mana cost)
--master onslaught (+10% damage)
[B]basic pry[/B]
--advanced pry (fail message for nodrop/cursed items)
--master pry (ignores weight calculation)
[B]basic throw[/B]
--advanced throw (accuracy +15%)
--master throw (throw on flee/murder)
[B]basic backstab[/B]
--advanced backstab (dual backstab)
--master backstab (can backstab with any weapon type)
[B]basic caltraps[/B]
--advanced caltraps (duration +1 hour/dex -2)
--master caltraps (can use on flying opponents)
[B]basic edge[/B]
--advanced edge (2 edges per item)
--master edge (can choose magic damage on normal shurikens)
[B]basic blindness[/B]
--advanced blindness (blind fighting -10%)
--master blindness (hitroll -4)
[B]basic bash[/B]
--advanced bash (+2% bash proficiency)
--master bash (+5% bash damage)
[B]basic nerve[/B]
--advanced nerve (-5% defenses)
--master nerve (lags for 2 rounds)
[B]basic poison[/B]
--advanced poison (duration/avg damage +1)
--master poison (duration/avg damage +1)
[B]basic insect swarm[/B]
--advanced insect swarm (pollen causes 5% spell casting failure)
--master insect swarm (can use in any terrain except water)
[B]basic giant strength[/B]
--advanced giant strength (+4 damroll/hitroll)
--master giant strength (can wield two-handed weapons in one hand)
[B]basic plague[/B]
--advanced plague (doesn't spread to the caster)
--master plague (increased chance to spread)
[B]basic herb[/B]
--advanced herb (duration +1 hour/dex -2)
--master herb (can use on flying opponents)
[B]basic know alignment[/B]
--advanced know alignment (share ethos/clan/cabal rank)
--master know alignment (shows PK record/practice sheet/ and total hp/moves/mana)
[B]basic enfeeble[/B]
--advanced enfeeble (-1 con/dex)
--master enfeeble (-1 all stats)
[B]basic crane stance[/B]
--advanced crane stance (autofly)
--master crane stance (attacks drain more mana)
[B]basic bless[/B]
--advanced bless (luck/hit/dam/svs vs spell +2)
--master bless (regen +15%)
[B]basic voodoo[/B]
--advanced voodoo (non-rare dolls)
--master voodoo (half wait time between uses)
[B]basic monkey stance[/B]
--advanced monkey stance (25% chance of balance)
--master monkey stance (two extra attacks per round)
[B]basic pilfer[/B]
--advanced pilfer (can pilfer for damage when blind)
--master pilfer (+10% damage)
[B]basic hex[/B]
--advanced hex (-10% random skill/spell)
--master hex (-5% regen)
[B]basic ray of truth[/B]
--advanced ray of truth (half mana cost)
--master ray of truth (ignores target pk count)
[B]basic hide[/B]
--advanced hide (fail message on fail)
--master hide (can say/eat/drink without leaving hide)
[B]basic manalock[/B]
--advanced manalock (protects against haymaker)
--master manalock (can use with other shields)
[B]basic path of deceit[/B]
--advanced path of deceit (half mana cost)
--master path of deceit (ignores caster pk count)
[B]basic camouflage[/B]
--advanced camouflage (group camouflage)
--master camouflage (can say/eat/drink without leaving camouflage)
[B]basic divine intervention[/B]
--advanced divine intervention (half wait time between casts)
--master divine intervention (casts as if +1 spell level)
I'll take me some of that mastered hex, crane stance, voodoo, and know alignment please. ![]()
This definitely looks very, very intriguing. I'm not sure we'll be able to get to it right away (we're working on a few other things, such as the alternate tier) but I personally am definitely intrigued, I can say that much.
After browsing over them, I definately see alot of room for "entertainment"
Master Pry and Backstab for me =O)
a lot of work and thought has gone into this, and i can appreciate that. if i were out looking for a new game to play, something like this would be easy enough to learn and deep enough to keep me around.
it's a great idea for a new game. i don't really wanna play a new game, though - i wanna play FL. if FL were to change this much, i'd be playing somewhere else fa sho. not trying to be snide or mean, just being honest.
I am with Aeva on this one tbh...
It's not as major of a change as it looks, only 5 choices per character is not that big of a difference. On the whole I think it looks quite interesting, and will definitely make long term balancing issues a lot easier. It's got my support. I want that Mastered Mounted Charge. ^^
And stake. ![]()
The only vamp who could stand up to one of my paladins has long since left, what I need stake for? Naw, now that I think about it, prob one on heroisim, one on sanc, one on goliath (+1 to size when mounted
), and two on flamestrike (bloody thing never lands enough).
The only vamp who could stand up to one of my paladins has long since left' date=' what I need stake for? [/quote']
For those vamp-only mastered skills that you have NO idea what they do to your little paladin...
Do everything Celerity wants you to do. I'll elaborate more in a bit.
Hmm, that sounds naughty.
Tell me more? What next!!?
a-g
For those vamp-only mastered skills that you have NO idea what they do to your little paladin...
I can think of a few vamp skills that if "mastered" would be pretty wicked. Course, stake isn't going to do a damn thing for me in those situations. ^^
I can think of a few vamp skills that if "mastered" would be pretty wicked. Course' date=' stake isn't going to do a damn thing for me in those situations. ^^[/quote']
It may if you can open with it on a vamp outside its coffin.
![]()
I don't like this idea. This is due to the fact that (as Aeva points out) there are many other MUDs with fully customisible builds for each class. No two end up the same.
One of the BIG attractions for me with FL was no remorts, each class was unique in its skills and spells. If you wanted hellstream you were an invoker - you weren't a lvl 50 3 x remorted warrior who had hellstream, dirt kick, fourth attacks and so on.
Take this away I feel would be a large mistake.
L-A
I really like your idea Celerity. One of the biggest things I miss from other muds is being able to customize classes. After I play one of each class here I imagine the game will lose a lot of its appeal.
As you pointed out in one of your posts, after playing all the classes and knowing each one intimately its fairly easy to construct tactics vs the various options your opponent has, taking much of the pk fun out of the fight.
The last mud I played was centered around the idea of customizable classes and during pk things were based much more on reacting to what an opponent did vs planning or anticipating what was to come. This required much more skill than pk with FL's current system ever could. RP was non-existent though, which is why I'm here.
The mixing of customizable classes with the fantastic RP that FL already has would be incredible.