Class

Class is far less important now than what it was, but still provides the cornerstone of character conduct. Magetypes cast, Warriors hack, Thieves sneak, etc…

The changes here are more cosmetic and thematic than affecting gameplay, except in a couple of instances.

Warriors

Archers

Unchanged

Rogues

Mages

The main change to this mob will be the limitations on wearing armour brought on by the new armour system. The mage shalt run away… (as the truism has it).

Priests

All priests will get their God-granted school spells at a small mod. Although Prayer will be a more efficient method of raising spell level (for the most part), it gives the Priest the option to become a more powerful spellcaster. Prayer skill will also more effectively affect Piety Gain As per here

Loremasters

Several of these will be deleted, for reasons of pure gameplay-style prejudice on my part. Hey, it's my module. ;)

Chatter

KhymChanur: About making symbiants more combat oriented, the primary thing to do would probably be to make new combat-type, non-summoning non-movers which are more powerful than death molds.

Something else that might be interesting to do with symbiants would be to allow them to wield certain symbionts, like death swords, as a weapon. A symbiant could use them with greater skill than an ordinary weapon, plus the more powerful ones could simultaneously send out a special attack while also doing normal weapon damge.

NerdanelVampire: Or perhaps symbiants could enter into symbiosis with certain moving monsters, such as jellies.

Sirrocco: you might also consider barehand symbiotes, and new and more interesting flags available from equipping certain types. If fusing with a red mold gave you a *2 fire brand, that's suddenly a very tempting thing as a barehander - and the idea of having the mold fusing with the symbiote's hands is not an unreasonable one.

RavenRed/PipeDream/Class (last edited 2008-02-11 04:45:30 by c-69-137-235-22)