New Vampires and Werewolves Sunday, April 26th, 2009 at 8:01 pm
Once I put the new magic foundation in (this week?) I'd like to let people test "new vampires" and "new werewolves". The idea is, you'd be a fighter (with fighter abilities) and would be turned into a vampire (with vampire abilities). It might be crazy over-powered, but I'm hoping that this little test will help us figure out how to balance it out.
Werewolves will be pretty straight-forward.
Requirements * Create a new character and get them to level 7.
* Cannot be undead.
Vampires will have some new code:
Requirements * Create a new character and get them to level 7.
* Cannot be a paladin or werewolf.
* Cannot be undead.
* If a cleric, must worship Aramon or Arachnus.
Current Penalties * Extreme sunlight damage (hint: the darkness spell will come in very handy for vampires)
* Permanently charmed if made a vampire by another player (won't be applicable for this test)
Current Bonuses * Can turn other players to vampires (will be disabled for this test)
* All normal vampire abilities
Post your thoughts!
Heaven doesn't want me and Hell is afraid I'll take over.
Re: New Vampires and Werewolves Tuesday, April 28th, 2009 at 6:57 pm
I don't see anything wrong with the way things are. This is how vampirism should have been coded. If people don't want it, though, then we don't need to implement it.
Heaven doesn't want me and Hell is afraid I'll take over.
Re: New Vampires and Werewolves Wednesday, April 29th, 2009 at 12:42 am
i like the idea of new abilities. imagine zerk biting you with 33 str. lol... i dont see the penalties beening much of a pain though, and i do like this idea of having vamps and werewolves. My only question is what's gonna happen with the old vamps and werewolves?
Re: Re: New Vampires and Werewolves Wednesday, April 29th, 2009 at 12:50 am
We can leave pre-existing vampires, or rename the class to something else. I'd much rather see vampirism and lyncanthropy added this way, as afflictions