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Knights, clerics and their patrons
Deneb Posted 18 Jan 2013

Knight skills

Good: GUARD Requires a shield Guaranteed to deflect the next physical attack (skill or regular attack) The knight is on GUARD until another command is issued (like HIDE) Can only be used outside battle

Evil: CHARGE Requires a weapon Takes preemption and attacks before the knight's target has time to react Ignores defenses entirely and deals moderate damage Can only be used outside battle

Both: SHIELD MASTERY with SHIELD SLAM Requires and shield and both skills trained The knight sometimes performs a SHIELD SLAM upon deflecting an attack using SHIELD MASTERY Chance increases with level, generation and trained level of SHIELD MASTERY

Both knights and clerics: PRAY Requires a place of worship for greater effect or a holy symbol for lesser Places of worship can be anything like a guild or at a statue of a deity (requires some coding) Knight or cleric can pray at their respective patron's place of worship and obtain their blessing ALRON'S BOON: Mort - Increased damage reduction Gen 1 - Increased hitpoints Gen 4 - Increased strength Gen 7 - Increased constitution Gen 10 - Increased damage GUIHARIA'S BLESSING: Mort - Increased heal amount Gen 1 - Increased charisma Gen 4 - Increased saving throws Gen 7 - Increased wisdom Gen 10 - Increased intelligence VELOTH's INSTALLMENT: Mort - Increased damage Gen 1 - Increased strength Gen 4 - Increased dexterity Gen 7 - Increased hitpoints Gen 10 - Increased speed ZHEL'S BESTOWAL: Mort - Increased intelligence Gen 1 - Increased mana Gen 4 - Increased saving throws Gen 7 - Increased damage Gen 10 - Increased heal amount

Tower Posted 18 Jan 2013

Are the increases gained from praying at the shrine rolled up to later gens or are you proposing that you only get the Mort boost at mort level and at gen 10 only get the gen 10 boost?

Deneb Posted 18 Jan 2013

Cumulative

Drystan Posted 26 Jan 2013

Yeah cool idea's no doubt. But man I think barbarians need more skills than Knights atm altho good knights could use more but to all the people who actually got a gen 10 barb… wow you are my hero :p or a stubborn ass one of the two

Deneb Posted 27 Jan 2013

I disagree. I think knights need more attention than barbarians.

Merriam Posted 28 Jan 2013

From a developer's perspective, it is better for me if you focus on the challenges of playing a particular class. Some challenge creates the opportunity for a player to formulate strategy, improve equipment, or master existing abilities. When a challenge is too great, however, a class may be in need of attention.

I saw this several days ago and like the idea. Let's focus on cool ideas, because from a dev perspective it isn't 'this class' or 'that class.'

Tower Posted 28 Jan 2013

What should the end result be with classes? Should all classes at the highest gen with the highest level eq be able to do all zones? Or should certain classes be able to do certain zones better than others or need to group to master them?

I ask because as a gen 10 evil knight, being able to summon horned devils, I was able to best a good majority of zones on the mud. However, I was never able to do much in hell aside from getting my ass handed to me and fleeing whilst screaming like a banshee. If all classes should be able to defeat all zones then I'd have to say that evil knights need some extra help. Otherwise, not to shoot my own fav class in the foot, they are pretty solid skill-wise. Then again, I've not played a lot of other classes to know if they all–at max gen and eq–can easily beat down the largest of foes, in which case there would be an imbalance.


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