• RE: Potion Names
    Yeah, I noticed the same thing!! This wouldnt be hard to fix. I'm going to put it up on the repo. I finally downloaded a shell client, as soon as I figure out how to use it i'm gonna zot and slay some bugs, lol
    posted in Bug Reports
  • RE: Potion Names
    Yeah, I noticed the same thing!! This wouldnt be hard to fix. I'm going to put it up on the repo. I finally downloaded a shell client, as soon as I figure out how to use it i'm gonna zot and slay some bugs, lol
    posted in Bug Reports
  • Class Revamps/Ideas (Druids)
    Same thing with Ninja, just now it's Druids!

    Right now, here's what is listed on the Druid help file:

    [i]Fighting style: One-handed, usually a quarterstaff

    Skills: archery, bow, brew, lore, scribe
    Spells:bless, call lightning, cosmic blast, dispel evil, dispel good
    earthquake, enchant armor, enchant weapon, fireproof, summon
    underwater breathing[/i]


    One handed weapons are fine for the most part, but a staff is a 2h weapon. Would limit them to blunt weapons or ones made of anything other than iron, metals, etc (To answer, yes I am borrowing a page from D&D here). All of the other skills except scribe make sense. Druids would know more about plants and natural remedies, but they're not spending time writing down spells like a Wizard/Mage/Necromancer. If you want a druid to feel more....organic...I'd pitch that.

    Since i know things like enchant armor/weapon are being relocated (or completely separate as a profession and not a spell), those will be ironed out. Basically, anything nature oriented should be in their skill set though, within reason.

    Some other things druids could get:

    1. More damage against specific mob types (animals, beasts, other natural mobs but not golems, dragons, magic creatures, etc), and take less damage from them.
    2. Higher resistance to nature magics, poisons, and diseases (could even choose one to have near immunity to?)
    3. Healing magics can (but not always will) give a regen effect on the target, based on their spell's skill level and their player level.
    4. For spells that are found in nature, but can be cast by others (such as call lightning), druids get more effects/damage/duration of spell for those which have a nature component. Example, call lightning could last X number of turns longer, deal X amount extra damage, strike twice as much as usual, have a higher % of effects taking place, such as being shocked by lightning, etc

    5. Druids using nature pets or familiars have them deal X% more damage, have more life, etc (even if the pet is one bought at a pet store rather than summoned). Note that the pet a Ranger gets would be even stronger, and more specific, than what a druid can summon or train.
    6. Profession wise, brewing done by a druid could give a base increase to the number of potions (more knowledge of botany), or have an increase effect for healing/poison/naturally based elixirs and salves.
    7. Druids would use less stamina (25-33%) in the wilds, including in water.
    8. Druids being tracked in the wilds would have a fairly decent chance (25% or so ) of knowing that someone is trying to hunt them down (The wind tells them, the earth speaks, blah blah)

    9. Regen rates for mana and stam in the wilds would be 1.5x greater than normal.

    All I've got for now, but will post more if I come up with anything else.
    posted in Immortals Forum
  • Class Revamps/Ideas (Ninja)
    Spitballing ideas, but when i do, i'll list them as the heading such as above for the appropriate class. With the coming class/talent overhaul, I thought some ideas about classes would come in handy.

    Let's start first with the Ninja, one of my favorites.

    Right now, this is what they have currently on the help file:

    [i]Fighting style: dual wield, usually with a sword and a dagger

    Skills: bomb, dual wield, evasion, sword and dagger style, throw

    Spells:cloak of guile, deathbarbs

    Special abilities:
    * If also a rogue, sneaking doesn't wear off when combat is initiated
    * If also an assassin, 1.5x better chance of slit throat
    * If wielding a sword and dagger, 1.5x better chance of parry.
    * Enhanced two-step backstab if wielding a sword and dagger.[/i]


    With those and the classes changes in mind, here's where i'm going with it.

    1. Sneak not dropping off, if a rogue, should be left intact.
    2. Improvement to slit...the target doesn't have to be asleep, but the chance of slitting the throat of a player that is awake is lower, and should have a cooldown for the player using it (10 seconds maybe?), and should have a rather long awareness timer for *player* target that it failed to hit (10 minutes or so...you'd be pretty wary too if someone tried to slit your throat!). Cuts down on flee/sneak/slit spam.
    3. Replace the sword/dagger parry increase for a general increase in parry, say an additional 10% or more base parry chance, but not something which gives excessive parry chances.
    4. Leave the enhanced backstab in place for such a wielding structure, but where *both* weapons are considered to land the backstab for damage purpose. any other weapon config should land the backstab/second hit as is done now.

    Also, moving forward are these ideas, in no particular order.

    1.Minor class restrictions on ninja abilities, such as Paladin not being able to access their talents, etc. Common sense restrictions, as it were.

    2. Ninjas could receive a 10% damage boost to using exotic weapons, since a fair number of their weapons are considered a bit more exotic than the usual fighter's fare. Consider the scythe with ball and chain among others.

    3. A (small) percentage to disappear while in combat for a moment, strike, and resume. This would be something best left to an automatic skill or check, and wouldn't count against the characters max number of attacks per round. Things to enhance the percentage would be whether they're still in stealth or not, whether they initiated combat through a backstab or slit, the awareness of the target, or even some specific like if the character has available smoke bombs in their inventory or bags to facilitate the attack.

    4. Through enhanced training, a ninja could do the following:
    4a: avoid the need for water or food for much longer periods of time before having to eat or drink.
    4b: use less stamina for movement, effect being stronger in cities or indoor areas (such as 50% chance moving from one city street to another uses no stam), and a lesser benefit for the wilds (stronger benefits being for druids, etc)
    4c: martial strikes such as kick, trip, or other such attacks get a small boost to damage as well as a slightly better chance to interrupt casting and so forth.
    4d: gain more defenses from armor made of cloth, leather or light materials (in the form of a set bonus of sorts, wearing 4 pieces+ would give more dodge, etc)
    4e: players attempting to track a ninja would have a harder time finding them (depending on the respective skill of the tracker versus the ninja to remain hidden, etc)
    4f: ninja using throwing stars or other small throwing objects can, if they have enough of them, choose to hit multiple targets in the room (such as "throw star all" to hit everything).

    May have more later, would add as another entry. Figured that's a good start. :)
    posted in Immortals Forum
  • RE: Professions and Moving Forward
    To continue, or conclude, on professions… Enchanting: Remove it from the game as a class selection spell and make it purely a profession choice. Could use some of the same parameters as what's already there, but shifting it from a Druid spell (which has pros and cons, as a whole already) to being a stand-alone would make it more valuable. Clothier/Leatherworking: not sure about this one, since armor is basically relative in the game, along with the stats for it. Maybe something that can make bags and specific containers, or that works into some other profession (such as rare cloth mats needed to help for padding in armor, or a specifically enchanted piece of silk for completing an enchant armor spell. Few ways to go with it, would need to be fleshed out a bit more, but....a few good starting points. Botany: Goes along with Alchemy, for finding plants, herbs, roots, and other such items for making potions. Could also be ground into pastes for a First Aid kind of thing....though first aid in a game where everyone has magic is kind of redundant.....unless... First aid: If we're switching to a new system and not everyone has magic out the wazoo, then maybe we need to think about adding first aid to the list? Bandages, tourniquets, triage, etc? Fishing...i love fishing in other games, but...cant see it being a real profession, except to assist with Cooking. Hunting: As in game animals and prey, for use in cooking or even for specific items, like a stag heart for a Witch spell, or other component needs. All i can think of for now.....but feel free to expand or kill ideas that don't work...i'm sure i've missed more things that could be actual professions.
    posted in Immortals Forum
  • Professions and Moving Forward
    This isn't all of them, but...have to go out today and thus, i'll start here. Please, feel free to add on to this and expand it, kill it if it's a bad idea, and discuss!


    1. Alchemist- should be moved away from being a class and into a being a profession which does the same thing as said class. Brew potions, salves, bombs, and so on. Allow for the creation of elixirs which would have some magical properties, such as a short burst in stats, immunity to a specific damage type for X-number of rounds or minutes, additional room traps (think snares and traps, but add in a chemical component, IED, acid splash, etc….nothing too powerful)

    Since classes are changing anyway, and I think this one was on the block, not sure if we need to replace it with anything else or not.

    2. Blacksmithing – no distinction between armor and weaponsmiths, though…specialization could be something for later. Could reinforce armor for additional AC or benefits, though limit the times/effect to keep it from being OP. Allow for weapons to be bolstered, add additional fixes (1 time only), add specific properties like sharp, vorpal, etc. Possibly crafting armor or weapons, though there would need to be a method of creating such works, which….might be tough to work into the game at present, but much farther down the road. Could reduce repair costs, reforge items which are broken without penalty, or create smaller items , like throwable weapons and so forth. Specific materials would be needed to fix or make items, which could be searchable or gained through mining, a vendor, and so forth.

    Another possibility…carving sockets into items, a la Diablo2…or having socketed items, etc


    3. (title unknown…but don’t want it to be gem/jewelcrafting) Profession that can make gems, jewelry items such as rings and necklaces, maybe even treasure items for extra gold with the proper materials. Mats for the profession could come from specific sources (a gemology kit-type item from a boss drop), random drops throughout the world, mined from sources or extracted, and so on. Another possibility would be to allow high levels of this profession to add a single spell into the gem with a limited number of charges, which shatters and disappears after the charges are depleted (and cannot be recharged, or…maybe with limited success). Also, perhaps the ability to create socket gems that have specific spells (in an even more limited fashion…or not…..could open a huge array of options!) or stats on them such as strength, dexterity, or the Bless spell, and so on.

    4. Cooking, as a kind of normal profession. Totally thinking like WoW or ESO…food buffs, etc. Same concept. Ingredients could come from vendors, random drops, etc. Pretty basic.

    5. Bowyer/Fletcher. Nice addon for archery, creating specific bows or arrows with different effects. Since everyone can use those kinds of weapons, without having to cross over into having the Archery skill or being a ranger, it would help everyone…but the better benefits would still belong to Rangers and Elves, in this case. Bows/Crossbows could be made to shoot 2 arrows, hit 2 targets, etc…or shoot faster, do more damage than already established, and so on. Arrows could be made with sharp flags, explosive tips, poisoned, shatter on impact for bleed damage, and so on.

    6. Carpentry/Woodworking? Not sure how this would apply, since there’s no current application for it at this point…..maybe with the Wars items, could help build siege engines, fortifications, and so forth? Maybe even be used to make staves, quarterstaff/bo items, and the like? Couple of uses there, but would need to be fleshed out a bit more.

    More later!
    posted in Immortals Forum
  • RE: <3
    Poke. Anyone still around? I'm bored and browsing, so I thought I'd check if this is still up.
    posted in Discussion/OOC
  • RE: <3
    Wow I remembered my password on the first try, woohoo! Hello everyone and anyone who ever gets back on here
    posted in Discussion/OOC
  • RE: <3
    That would've been my son. He's 5 now, and my daughter is 3\. We're considering adding a couple more if we can get a bigger house. Adopting, since I can't have any more biological kids. There are a lot of kids out there without families and I always imagined mine to be larger. They're a lot of work but they're a riot. We have extremely exciting Christmas plans for going to church and then loafing around at my in-laws' place. At least the kids make it fun. I'm excited to see if they like what Santa has hidden away for them. Christmas is magic again when you get to experience the gift tornado through the kids. My big guy has off school until after New Years, so I get to spend the next 2 weeks with him under foot. I'm essentially self employed so no holiday time off for me. I'm so glad preschool is open most of that time so I only have one psychotic monkey child bouncing around the house when I'm trying to work instead of two! :lol: One minion can be briefly distracted and given tasks to do, but both together carve a path of destruction. Like having Taz in the house, times two. If we do acquire more we may need to just declare the house a disaster area. At the very least make sure the next house has a yard so we can boot them outside to burn off steam out of range of breakables. How about you, any interesting Christmas plans? Do you still keep in touch with anyone else from the game? I'm curious what became of a few old friends.
    posted in Discussion/OOC
  • RE: <3
    Yay, there is life here! Mine is crazier than it used to be. Two kids now, working and I periodically do school. I live on facebook and won't game at all anymore though I still miss it. Is the game even still up? Last time I looked was years ago and it was gone. I was surprised to find the message board still going. How've you been Riane? I do remember you.
    posted in Discussion/OOC