Welcome, Guest. Please login or register.
December 27, 2024, 12:25:32 am
Check the old forum > Home Help Login Register
News: --------------------------------
Reddit community:
https://www.reddit.com/r/SolaceMUD/
--------------------------------
solace.senseisoft.com:4000

- Please no drama, no toxic stuff etc. Respect each other. Let everyone play and enjoy.
- Respect legacy of Solace: roleplay.
- Strictly follow ALL RULES.

Consider clans closed for now. Write a role indicating you'd love a certain clan; you might be inducted at some point (don't worry about your level).

Coming soon: a solution for solo mages level grind. Multicharring is NOT allowed (see above about following all rules).

Cheers!

(don't forget to invite friends on other platforms)
--------------------------------
1.5 player is in MUD and chromatic is already stored (c)
--------------------------------
Registration is disabled due to numerous spam bots.


+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Ideas
| | |-+  a necessary thing
« previous next »
Pages: [1] Print
Author Topic: a necessary thing  (Read 5803 times)
sevecen
Guest
« on: October 20, 2006, 05:40:56 pm »

when you dirt kick an outcast he can still attack to you because he has got area such as "hail of stones" and noone can put them out of combat but think that knights and fighters are after dirt kick they just staying.In my opinion knights and warriors need something like that.It doesnt has to give any simple damage but it should start combat again with enemy.For example a scream or warcry can make it..just a idea..
Logged
Durewn
Premium Member
***

Karma: +6/-1
Offline Offline

Posts: 231



« Reply #1 on: October 22, 2006, 01:51:49 am »

Yes yes, And I have my point!
Look, when My invoker fighting he does two dicimates per round. But fighter still make 3-8 *** DEMOLISHES ***
Can you please do something here? Maybe invokers can researchspell like "Iam similar as Warrior"?
Logged
master
Guest
« Reply #2 on: October 22, 2006, 10:36:39 am »

after dirt kick they just staying.
But that IS point of BLINDNESS.
Logged
Moon_Face
Premium Member
***

Karma: +1/-1
Offline Offline

Posts: 208


Ahuna Matata!


« Reply #3 on: October 24, 2006, 04:09:07 pm »

Kngihts have calm empower. You may try to place a same pig to ya enemies Smiley

P.S. Was turn undead stripped from knights? As i remember it is aggressive on all.. correct me if i'm wrong.
Logged

sh*t happens...
strange_dude
High Member
**

Karma: +0/-0
Offline Offline

Posts: 93


« Reply #4 on: October 24, 2006, 09:12:44 pm »

after dirt kick they just staying.
But that IS point of BLINDNESS.

Totaly agree, more even, when I played a heretic fighter (LOOONG AGO) It was a great feature (in my opinion)  that I had a bloodthirst, and I belive its right that only heretics can do such ability and the ability is hard to use.
Logged
daleth
Guest
« Reply #5 on: October 24, 2006, 09:26:13 pm »

Kngihts have calm empower. You may try to place a same pig to ya enemies Smiley

P.S. Was turn undead stripped from knights? As i remember it is aggressive on all.. correct me if i'm wrong.

1) No, 'turn undead' attacks only undeads.
2) And what do You think 'clam' does? As far as I tried - almost nothing. It doesn't prevent PC from attacking; it doesn't stop NPC's tracking.

Logged
Moon_Face
Premium Member
***

Karma: +1/-1
Offline Offline

Posts: 208


Ahuna Matata!


« Reply #6 on: October 25, 2006, 11:27:59 am »

1) No, 'turn undead' attacks only undeads.
2) And what do You think 'clam' does? As far as I tried - almost nothing. It doesn't prevent PC from attacking; it doesn't stop NPC's tracking.

1. ok. never checked.
2. Let knight place an affect to his enemies 'calm' which will not allow them to attack anyone directly. It will be very well for his rp. Knight can't fight in city, so that empower will be very very useful there.
« Last Edit: October 25, 2006, 11:30:37 am by Moon_Face » Logged

sh*t happens...
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!