I didn't write anything about adding any of the things that I wrote. I just know a bit about them and was listing things about vampires to help generate ideas for things to be added. It was the big guy who suggested vampires growing a tail for an extra attack. It'd be cool if all the remort races got an extra attack though. Btw, don't forget about the elves who make shoes and the Keebler elves.
posted in Adjustments Archive
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Posts made by Upir
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RE: Remort races!
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RE: Remort races!Vampires are supposed to be super strong, super fast, can fly (depending on which version you're talking about), have psi abilities, and can see in the dark (plus more that I can't think of right now). :) I'd comment on the other races, but I don't know much about those so it wouldn't be a fair representation of those races. 8)posted in Adjustments Archive
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RE: Remort races + Remort abilitiesHere's some info for a few of the races: (This is correct to the best of my knowledge) Titan Resist: Fire, Cold Vuln: Lightning Racial Affects: None Special Abilities: Titanic Attack, Giant Strength (the spell, not a natural affect) Dwarf Resist: Fire, Cold, Lightning, Acid Vuln: Drowning Racial Affects: Infrared, Regeneration Special Abilities: Berserk, High Strength & Constitution Human Racial Affects: +3 for class bonuses Minotaur Immune: Cold Vuln: Fire Racial Affects: Regeneration Special Abilities: Charge Vampire Immune: Poison Resist: Disease Vulns: Fire, Holy, Light Racial Affects: Detect Invis/Hidden Special Abilities: Shape Shifting, Consume, Bite Drow Resist: Charm Vulns: Light, Silver Racial Affects: Infrared Special Abilities: Speed Swerve, Crossbowposted in Adjustments Archive
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Star Chart Theoremposted in Adjustments Archive
I don't know if this has been discussed before, but it would be great if the Star Chart worked from the Wilder too. There could be a distance limit set up so you can't use it from the second continent. -
RE: MinotaursA stunning gore attack would affect all races, not just vampires eh?posted in Adjustments Archive
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RE: Lore skillThe classes were just a suggestion to make it different from the "other" game where the thief class gets it. It'd be a nice global skill to have though. I'm not sure what that thing was in the first post.posted in Adjustments Archive
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Lore skillposted in Adjustments Archive
Can lore be made a global skill? I think that lore is a pretty basic skill and that it is not a class-defining skill. Both the cleric and mage classes are wisdom and knowledge based classes so lore could fit as a global skill for either of those classes.[/glow] -
RE: Silky Sack of SentienceThanks for the explanation Syn. I'd much rather have a Sack that works than a broken Sack. Hmm, that doesn't sound right… anyways... I can only bring in around 300 souls per trip.posted in Suggestions Archive
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Silky Sack of Sentienceposted in Suggestions Archive
There any chance of the weight reducer on the Silky Sack being changed to 0% instead of 1%? That'd be cool! :D -
RE: Spell casting success rateYou must've been bored to do that with the die. If you chose 4 as the failure, it would've resulted in a 16% failure rate. Even if the mastered spell/skill was at 99% it's still possible to get like 10 failures in a row since there'd be a 1% chance of failure with each cast. 40% was based on a 4/10 successful cast trial. :)posted in Suggestions Archive