New Vampires and Werewolves

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Dominus
Dungeonmaster
Re: Re: Re: New Vampires and Werewolves
Wednesday, April 29th, 2009 at 7:04 am
Bane wrote:
We can leave pre-existing vampires, or rename the class to something else.

The way it works out right now, all vampire and werewolf skills are based on the effects "vampirism" and "lycanthropy". The current vampire/werewolf classes could be called "Adventurer" and they just happen to have vampire.

Vampire class vampires (aka, the way everyone is now) could be called Daywalkers because the sunlight doesn't kill them. Werewolf class werewolves could be called "true lycanthropes" because they were born that way.

zerk wrote:
i dont see the penalties beening much of a pain though, and i do like this idea of having vamps and werewolves

The penalties WILL have to be a pain though, or everyone on the mud will want to play a vampire :P
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

lenovo
Re: New Vampires and Werewolves
Wednesday, April 29th, 2009 at 8:08 am
I'm not clear on this...If I was a thief and got bit by a vampire and was to turn into a vampire would I lose my thief skills and pick up the vampire skills or do I get to keep both?

Dominus
Dungeonmaster
Re: New Vampires and Werewolves
Wednesday, April 29th, 2009 at 9:09 am
You keep both. You gain more abilities but you also gain more penalties to offset being stronger.

Also, I moved the new magic code over, which means we can start testing this at any time! Talk to me in-game if you want to set up a character to test this. Once the test is over, we can remove vampirism from your character.
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

zerk
Re: New Vampires and Werewolves
Wednesday, April 29th, 2009 at 3:15 pm
The sunlight hurts.. and i warn u all that it'll kill in just a few secs. Enchanting darkness helps and is nice.. but if your a class that can't cast... good luck with being a vamp.


Kilborn Street

Obvious exits: north, south, west, stone door[c].
You see two doctors, a surgeon.

The searing sunlight burns your flesh!
The surgeon just wanders to the north.
The 2nd doctor just wanders to the south.
n
(52 H 27 M 32,784X):
Kilborn Street

Obvious exits: north, south, west, arch.
You see a doctor, a surgeon.

(52 H 27 M 32,784X): The searing sunlight burns your flesh!
(36 H 27 M 32,784X): n

Kilborn Street

Obvious exits: north, south, west.
You see a Highport guardsman, a doctor.

(36 H 27 M 32,784X): The searing sunlight burns your flesh!
(18 H 27 M 32,784X): go a
You don't see that exit.
s
(18 H 27 M 32,784X): s

Kilborn Street

Obvious exits: north, south, west, arch.
You see a doctor, a surgeon.

The searing sunlight burns your flesh!
You have been disintegrated!
### Sadly, Slayyer was disintegrated by sunlight.
You drop your weapon.
You have become afflicted with death sickness.
You have lost strength.
You are now less able to resist traps and death.

Limbo

Obvious exits: light.

(60 H 24 M 3,505X): w
You don't see that exit.
(60 H 24 M 3,505X): You don't see that exit.
(60 H 24 M 3,505X): eq
On arms: some rothe bracers (+2)
On legs: some dark pulsating leggings
On hands: a spiked chain gloves (+3)
On head: a troll grand helm
On face: Br's facemask (+1)
On finger: an alanthium corbite ring
On finger: an alanthium corbite ring
On finger: a ring of protection (+2)
On finger: a ring of protection (+2)

On finger: a ring of protection (+2)
On finger: a ring of protection (+2)
On finger: a ring of protection (+2)
On finger: a ring of protection (+2)
(60 H 24 M 3,505X): gos hmmm
(Gossip) Slayyer sent, "hmmm"
(60 H 24 M 3,505X): (Gossip) Mithas sent, "eh"
(60 H 24 M 3,505X): (Gossip) Mithas sent, "hehehe"
gos ur darkneess spell is broken
(60 H 24 M 3,505X): (Gossip) Slayyer sent, "ur darkneess spell is broken"
use ra
(60 H 24 M 3,505X): Using the rakshasan longsword (+3) is awkward due to its size.
You wield a rakshasan longsword (+3).
(60 H 24 M 3,505X): (Gossip) Mithas sent, "it lasts for 10 minutes"
(60 H 24 M 3,505X): gos it's enchanted darkness
(Gossip) Slayyer sent, "it's enchanted darkness"
(60 H 24 M 3,505X): (Gossip) Mithas sent, "o"
(60 H 24 M 3,505X): ### Collapso just flashed, "is lunar claymore yours?".
(60 H 24 M 3,505X): send coll yes
Your death-sickness causes you to vomit. EWWW.
You become disoriented.
(60 H 24 M 3,505X): You sent "yes" to Collapso.
(60 H 24 M 3,505X): l

Dominus
Dungeonmaster
Re: New Vampires and Werewolves
Wednesday, April 29th, 2009 at 3:40 pm
1) You can buy a darkstone from Igmoo, so it doesn't matter if you can't cast the spell.

2) Darkness spell wasn't broken - objects with the darkness flag were. They've been fixed!
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

Jacko
Re: New Vampires and Werewolves
Thursday, April 30th, 2009 at 6:08 pm
Werewolves could be called Vargulf or Ravenor. But keeping the name close to the meaning of werewolf could be better.
It's an old english word meaning a smart or cunning wolf, one that kills a sheperd's flock for pleasure and eats little or none of the kill. It's a common term used in other high fantasy settings like Warhammer for large werewolves who are seperate from beastmen or mutated animals since they retain their intelligence. These could be the offspring of two werewolves and considered true werwolves.

Vampires could and should be called Vampires.
A vampire and one who only suffers from vampirism should be removed from a true vampire. In the old legends there were two kinds of vampires, the living dead and the damned. For instance, one who dies and rose from the grave was merely a ghost or ghoul and was as much an animals as a man, but a vampire who was turned without dying was a living vampire and would retain a normal tolerence to daylight, merely losing their powers, and would gain other supernatural abilities.

But, these are just some ideas.

zerk
Re: New Vampires and Werewolves
Friday, May 1st, 2009 at 4:45 am
Highport Municipal Museum

Obvious exits: out.
You see Krobelus(sitting).
You see fifteen curators, seven tourists.
You see a black hat, seven iron clubs, fifteen museum guidebooks, an obsidian bracelet, twenty-two silver-tubed scrolls.

(62 H 30 M 40,481X): Three tourists just arrived.
(62 H 30 M 40,481X): The 3rd curator picked up a black hat.
(62 H 30 M 40,481X): mist
You turn to mist.

(62 H 30 M 40,481X): hid
You are already hidden as a mist.

(62 H 30 M 40,481X): Two tourists just arrived.
am cur
(62 H 30 M 40,481X): How do you expect to ambush when you aren't hiding
?

Dominus
Dungeonmaster
Re: New Vampires and Werewolves
Friday, May 1st, 2009 at 8:59 am
This will be fixed on next reboot (sometime today).
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

luminaire
Re: New Vampires and Werewolves
Friday, May 1st, 2009 at 3:26 pm
Quote:

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.

How about Rangers gaining an immunity to vampirism...given they're vampire killers and all...well, them and Linothan.

zerk
Re: New Vampires and Werewolves
Friday, May 8th, 2009 at 4:07 am
vamps need more penalty imo. Maybe either during day they loose like 2 str or 2 con, and maybe gain 1 at night? or another option i propose is slower ticking during the day.

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