[Scrymud] hi hi

n/a n/a liquidrain713 at yahoo.com
Sun Feb 3 09:57:17 PST 2002


Hey everyone.  I'm on the list now. :)
I read up on the past 2 months worth of archives. 
Wow, hehe, I didn't know you guys did so much work!  I
thought you just kind of sat there, idle all day, like
shamy.  Anyhow, this is where he told me to post ideas
for classes.  I took his advice and added to one
already there, since I already designed one.  I guess
I should let other people have a go at that stuff
rather than doing another one. :)

Okie, well, I thought I'd add to clerics, since they
are the weakest class in the game.  I haven't really
thought much on these yet, so they aren't nicely laid
out and developed like the necromancer class was.  but
here are a few rough ideas which I had.

1) Have an effect on the cleric if they aren't good or
evil.  Most cleric players prefer thinking of
themselves as one of these, and so this would be a way
of enforcing the roleplay, so to speak.  Have
something like Khaav's no mana regain, except with Hp
or something.

2) [spell] Fist of Heaven:  Clerics don't do much
damage, so this would be a spell to increase bare
handed dice count and damage.  I'd think level 18 or
thereabouts, around 50 or 75 mana to cast, lasting
around 3-8 ticks, depending on your level and all. 
And, of course, it'd only really be any good if you
weren't weilding something.  I was thinking it'd be
good coming after cause critical.

3) [spell] Spirit Guide:  Necromancy seems to come to
a halt after raise dead.  The addition of greater
golem helped out, but I think it needs some more
spice.  This would be after raise dead, maybe level 12
or so, around 40 or 50 mana.  You'd need a corpse, and
it'd come up as "The revived spirit of Grock" or some
such title.  I was thinking that they could have a
larger amount of hitpoints when they come up
(significantly larger.. my level 29 animated corpse
has like 120 hp.) and come up as the mage class
(which, of course, would require a large increase in
the mana, since my level 29 corpse has 10).  I dunno
if you set bad_assedness and benevolence for
summonables, but if you do, I think the bad_assedness
should be up there, and the self preservation low. 
Benevolence might depend on you alignment.

3) [skill] bury: I think this should be a purely
clerical skill, and might have prerequisits of
religion and heal or something like that.  Basicly,
it'd give you hp and mana in return for buring the
corpse, which would dispose of it.  Or maybe put your
regens up for a few ticks.  Something like +20 or 25
per regen.  And, of course, if it did the regen
instead of the healing, you wouldn't let the benefits
stack or anything.

4) [idea] Have someone (i will if no one else is
interested) write up a newbie cleric stratagy guide,
which would load near the cleric teacher, just like
newbie guides.  You could do this for every class, but
it'd certainly make it easier for newbie clerics.

Ok, I can't think of any more atm.  Besides, I have to
get going and do homework and such.  I hope those re
helpful, and, of course, I'd appreciate any feedback
given to me, good or bad.  bye bye!  :)

-Gold!

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