21
on: May 08, 2025, 08:50:16 pm
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Started by khiren - Last post by khiren
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what about making orbs unlimited? or limited to 50?
I vote for unlimited.
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22
on: May 08, 2025, 06:41:43 pm
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Started by khiren - Last post by arre
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what about making orbs unlimited? or limited to 50?
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23
on: May 08, 2025, 06:14:22 pm
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Started by khiren - Last post by Earwin
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(remove doublepost)
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24
on: May 08, 2025, 06:13:32 pm
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Started by khiren - Last post by Earwin
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How can fighter match that?
Gnome fighter, as showcased by Jiub. Illayla hoards orbs not because she(?) needs them, but to deprive her opponents of them. Case in point, Jiub. If Illayla carries this crap with her all the time, Jiub is easier to kill repeatedly. Whether that a sound PvP strategy, an asshole move, or both is everyone's own decision.
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25
on: May 07, 2025, 05:12:28 pm
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Started by khiren - Last post by khiren
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[log] You have not learned any feats.
You may learn 1 more 1st circle feat. You may learn 1 more 2nd circle feat. You may learn 1 more 3rd circle feat. [/log]
We’re definitely missing an option to reset feats—either all of them or just a specific circle—for a price, of course. The price should be twice as much as the one spent to learn a specific feat. Once the reset is activated, you’d lose any current progress in the selected feats and regain the ability to choose them again.
This would be especially useful for adjusting builds or trying new setups without having to recreate entirely.
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26
on: May 04, 2025, 06:15:24 pm
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Started by khiren - Last post by Sirri
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No exact numbers 
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27
on: May 04, 2025, 04:47:54 pm
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Started by khiren - Last post by khiren
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This skill works always, similar to enhanced damage but scaling with your lost health percentage (no threshold).
Thanks for the quick reply. However, I still don’t know the exact numbers. Is it something like 10% overall resistance when you're at 10% health? That’s what I’m trying to figure out.
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28
on: May 04, 2025, 02:57:05 pm
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Started by khiren - Last post by Sirri
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This skill works always, similar to enhanced damage but scaling with your lost health percentage (no threshold).
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29
on: May 04, 2025, 02:32:56 pm
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Started by khiren - Last post by khiren
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[log] Keywords: 'Last', 'Stand' ---------------------------
When hurt, dwarves strike harder and become more resilient to all damage. [/log]
Can we get some in-game info for this skill?
Specifically:
A message when Last Stand activates due to low health (e.g., "Your injuries awaken a surge of dwarven fury!")
A message is displayed when it deactivates after healing above the threshold (e.g., "You feel your strength stabilize as your wounds close.")
An indicator in aff when the effect is active.
Ideally, there should be some way to see how the skill scales or improves (perhaps via aff, skills, or score) so players can understand its progression and impact.
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30
on: May 03, 2025, 05:15:53 pm
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Started by khiren - Last post by khiren
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Currently, this skill is semi-useless to rangers.
[log] Keywords: 'Tailored Skins', 'Tailor Skins' --------------------------------------------
Syntax: tailor <body part> <clothing type> This allows a skilled ranger to fashion his or her own clothing from the skin of creatures. They must have a body part (head, arms, legs, etc.) to use, and the clothing they make may be : arms, hands, legs or feet wear.
The effectiveness of the made part is dependent upon the level of the creature whose part is being tailored. The rangers level also influences how effective they are at making the best skins. [/log]
Proposal for Enhancement:
Improve item durability Make items created with this skill permanent (non-decaying), similar to how a warrior’s trophy functions (e.g., poncho). This encourages long-term use and investment in the skill.
Broaden the body part support Expand coverage to all major equipment slots: neck, torso, head, legs, feet, hands, body, and waist. This would make the skill more versatile and worthwhile.
Scale item quality with creature level Ensure that item quality reflects the level of the body part used. For instance, a belt crafted from a level 10 creature should be significantly less effective than one crafted from a level 50 creature.
Add more meaningful item bonuses Currently, crafted gear provides only basic armor and minor HR/DR. Introduce a bonus, such as stats, saving throws (SVs), or resistances, based on the level and type of body part used.
Why This Matters These changes would redefine the ranger’s gear progression. Instead of relying entirely on external loot or equipment, rangers could craft gear that evolves with them—personalized, functional, and thematically fitting. This would also incentivize engaging with wilderness content in a more immersive and rewarding way.
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