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Grouping and group skills
Lysolchip Posted 29 May 2004

A lot of people have been talking about the lack of grouping on Tempus, and I think this could be simply remedied by adding more group skills/spells. So here's some that I've been thinking of (again, most stolen from Warcraft)

All of the following aura would affect others in the group, not the person with the aura.

Mage: Brillance aura - Grants everyone in the group mana_tap

Good Cleric: Devotion Aura - Grants everyone in the group additional armor

Evil Cleric: Vampiric Aura - Steals a bit of HP for the enemy for every hit by the people in the group

Psionic: Endurance Aura - Grants everyone in the group regeneration

Ranger: Thorns Aura - Grants everyone in the group a weakened form of thron skin, hurting enemies everytime they attack someone in the group

Additional spells/skills:

Good Cleric: Group heal - self-explainatory

Knights: Leadership (passive skill) - when leading a group into battle, kninghts are able to organize their followers into better attack patterns, giving everyone in the group additional hit/dam

Thief: Group evasion (passive skill) - gives everyone in the group uncanny dodge

Mercenary: Group sneak (passive skill) - self-explainatory

Butthead Posted 2 Jun 2004

hey lysol, there is a group heal spell already :P

Merriam Posted 18 Jul 2005

This is a must for Tempus with the recent buffing of zones, which I can only interpret to mean that the game is not to be oriented as a single-player battlefront, but that the MUD is moving toward group-focused play.

Merriam

Cast Posted 2 Feb 2006

how about group invis for mages. and group protection from fire/ice/lightning/ for rangers.


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