chronicles-mud / chronicles

ROM 2.4b6 with a few additional features
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Paladin #22

Open XTremeTennis opened 8 years ago

XTremeTennis commented 8 years ago

Paladin ideas

Auras (only can have one active at a time, affect everyone in the Paladins group)

Aura Notes
Aura of Might Increases damage done
Aura of Protection Increases armor/damage resistance
Aura of Resistance Increases elemental resistance
Aura of Accuracy Increases chance to hit, maybe critical %?

Healing, clerics cure spell at a 75% cast rate or something, maybe also remove curse

Lay on Hands, provides healing and possibly a spellup to like aligned characters, deals damage to opposite aligned characters

Damage spells: divine weapon? buff cast on a weapon that adds stuff to it temporarily?

XTremeTennis commented 8 years ago

Via Jason: I think that druids and paladins should have access to the cleric's "cure" spell at full strength, but not get "heal". This would keep their healing abilities strictly weaker, and still let a druid be able to heal themselves without waiting for regeneration ticks.

Instead of making the paladin abilities be permanent buffs like diablo 2, they should just be spells that affect everyone in their group once cast. Their divine weapon could be alignment based like a cleric's "purge" spell, where it does more damage to different alignments and little to no extra damage on the same alignment.

XTremeTennis commented 8 years ago

I didnt necessarily think that the paladin aura stuff had to be always on diablo style, but I kind of also figured it might be interesting if you could only have one on at a time, maybe it would allow us to make them more powerful than they would be otherwise.