Ideas |
Siril
2004-11-20 11:51:29 |
when demonfired is cast on a dsd, it should be like a added armor, like sanctuary
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Siril
2004-11-20 12:36:35 |
for a lower practice cost, be able to undevote without unworshipping a god
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Pliny
2004-11-20 13:34:21 |
update help poison weapon to reflect that two handed weapons can't be poisoned
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Eric
2004-11-20 14:34:20 |
implement a wake all command
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Sauron
2004-11-20 20:38:15 |
double shield allows u to use 2 shields
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Wiseman
2004-11-20 20:40:16 |
have seal operate on the top portal or nexus in the room if no argument is given?
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Jarlaxle
2004-11-21 01:06:31 |
make fetch work (bring item to inv) even if the item is in the room
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Hekla
2004-11-21 18:51:09 |
Berserkers should have a skill like "Taunt" to make several enemies in a room attack them. Same thing as areaspell or brandish but for bzk only.
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Grishnak
2004-11-21 20:21:15 |
autokey---loots key object even if autoloot is off
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Icestorm
2004-11-21 20:45:35 |
The Mt Durr map that Tilly sells has the keywords "dwarven kingdom" in it
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Carolyn
2004-11-22 02:13:52 |
make long shot automatic like the rogue skill
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Thranx
2004-11-22 13:16:27 |
Add a command that lets you clear the queued input buffer. Like maybe "abort".
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Rabu
2004-11-22 18:25:20 |
allow a config option to collapse dancing weapon/fandango
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Madrical
2004-11-22 20:21:42 |
Anyone want cookies? I'm baking a bunch of em
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Serakis
2004-11-22 23:17:19 |
rethink lord stats for monks, rogues/archers get just as much hp and often more than a class that's sole purpose is tanking
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Huntley
2004-11-22 23:18:43 |
let bzk's return to warrior via remort
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Selphie
2004-11-23 00:40:18 |
make heighten lag shorter for psions, its inclass and all.
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Vivaea
2004-11-23 00:55:32 |
help class is out of date, it doesn't include some of the newer classes.
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Ath
2004-11-23 03:29:10 |
is poison weapon broken? ive failed 5 times in a row now...and today was the second time ive failed
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Eric
2004-11-23 12:12:00 |
weight should affect how often dance falls. lighter weapons should drop less.
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Eric
2004-11-23 16:25:09 |
ents shouldn't lose xp when they die
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Quarum
2004-11-23 20:33:42 |
I'm carrying two swords (tourachs) and when I poison one the other magically becomes poison as well... not that I'm complainin' but I think this is a bug
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Durloff
2004-11-23 20:36:34 |
instead of making somes runes being worthwhile, and others weakness, make weakness runes able to cast ON poisoned weapons, for Rogue extra stab bonus, weakness shot -5 str, sickliness double poisons
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Durloff
2004-11-23 20:48:08 |
Sorcerer.. snort - Crimson fury, any damage stab damage done to them does damage back to the stabber, would be a funny way to go :p
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Kerdor
2004-11-23 21:12:30 |
make announced hogs translock on ;)
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Stoutbark
2004-11-24 22:17:28 |
I think clerics should use wisdom instead of intelligence for mana gains and mana regen. Sounds more logical.
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Stoutbark
2004-11-24 23:35:13 |
Ents should not drown. ~>.<~
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Xanith
2004-11-24 23:54:43 |
"miracle" spell for paladins, only castable out of combat. 6 tic duration, 72 tic "taint". If paladin reaches 0hp during the 6tic duration, is instantly healed by Divine intervention. |
Xanith
2004-11-24 23:59:42 |
"offering" lord (legend?) paladin emergency transport spell. when cast, paladin instantly dies, and the rest of the group is pulled out of combat and planeshifted with no argument (to zin)
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Cenor
2004-11-25 00:32:19 |
when you etch something that's spiritlinked, the spiritlink flag should go away
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Jaguar
2004-11-25 02:50:17 |
an archer skill, requires two rounds of no attacks, but unleashes a deadly shot.
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Sticks
2004-11-25 03:45:23 |
The weapons master's anger is too powerful for you to controL! - extra capped 'L' there at the end for some reason
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Cerdwyn
2004-11-26 08:28:08 |
add to hog file that savable hogs cannot be saved if you are below xx whatever the level is? 10?
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Tarzan
2004-11-26 21:51:05 |
Paladin spell 'charisma'. This is a self-cast spell that increases hp and mana regeneration bonuses for the entire group at the expense of the Paladin's regeneration rate. Effects should be able to work concurrent with shrine effects. |
Tarzan
2004-11-26 21:53:47 |
Paladin spell 'forced repentance'. Causes aggressive mob to be docile (unable to iniate combat) for duration of spell. Cast directly upon a target. Similar to awe/calm, but not an area spell. Fizzles often. |
Tarzan
2004-11-26 21:56:52 |
Paladin/Cleric/Priest spell 'communal prayer'. Similar to prayer, but the Paladin's god will affect every member of the Paladin's group, for good or for bad. |
Tarzan
2004-11-26 21:58:35 |
Paladin spell 'holy crusade'. Affects entire group in room. All good-aligned in group receive AC bonus and damroll bonus. Sorcerors, Demonseeds, and other evil-aligned members suffer AC penalty, damage penalty, and/or other penalties. |
Tarzan
2004-11-26 22:00:09 |
Paladin skill 'advise'. Increases leadership potential of the leader when a Paladin is in the group and higher level than the leader. |
Tarzan
2004-11-26 22:03:17 |
Paladin skill 'vicariousness'. Paladin gains hps/mana when a group member gains a level. Paladin loses hps/mana when a group member dies. Stat gains refer to current stats, not permanent stats. For example, a group member levels, the Paladin goes from 1450/2561hp up to 1654/2561hp. |
Tarzan
2004-11-26 22:08:10 |
Paladin skill 'united escape'. When Paladin is leading a group and flees, he/she/it is able to take the entire group with him/her/it. Group members will each lose experience points for their flee, but it will be reduced when led by the Paladin. If the Paladin fails to escape, all fail. If successful, all successful. Paladin should have choice to use skill or not when fleeing. |
Tarzan
2004-11-26 22:11:03 |
Paladin skill 'righteous fury'. Paladin deals increased damage to a mob that has just killed a group member. Damage increases more with a second deceased group member. Damage lasts until mob has died. Possibly a group effect (i.e. entire group's damage increases with Paladin leading) |
Tarzan
2004-11-26 22:11:51 |
Paladin spell 'final invocation'. Cast when group hit points are below 1/3 and all group members are in combat. Gives a temporary AC bonus to all group members. Works like rescue mod - bonus is dropped when mob(s) die. |
Tarzan
2004-11-26 22:13:35 |
Paladin spell 'sustained zeal'. Paladin cheers the group on towards the end of a run. This spell increases the duration of the spells group members are already affected by. It can lengthen the run. Fatiguing effect to prevent more than one use in a run.
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