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RPG ideas

Wed, 08 Aug 2001 21:43:00

KChris1011

I think that Korak Mod is one of the best bits of coding work that I have seen. I was wondering if you were going to put in new skills like one that would increse the damage of ranged magical weapons. Maybe there could also be a skill that increases the chance that you coulds "dodge" attacks. I was alos wondering if armor could be strength based and would not wear away, so it would act more like armor in D&D. --Just some Ideas [img]images/smiles/icon_cool.gif[/img]
Thu, 09 Aug 2001 00:54:00

RambOrc

<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
I was also wondering if armor could be strength based and would not wear away, so it would act more like armor in D&D.
Could you expand on this, how exactly you mean the implementation?
Thu, 09 Aug 2001 01:32:00

KChris1011

My armor idea was that it could reduce damage or just negate an attack entirely. The armor would probably have to be based on strenght so that players would not get to strong too early. For example: Item - Strength prerequisite amulet - 1 helmet - 10 shield - 20 armor - 40 Instead of wearing away the A.C. would be permanent. -hope I explained it well enough KChris1011 [img]images/smiles/icon_cool.gif[/img]
Thu, 09 Aug 2001 01:37:00

Ichor

And if you used the Dragonskin Bracers once or twice, would they not wear away as well?
Thu, 09 Aug 2001 09:43:00

KChris1011

I think that in the case of the dragonskin bracers, the BRACERS should wear away or only be temporary. I would also like the know what people think of my new skill ideas. -KChris1011 [img]images/smiles/icon_cool.gif[/img]
Thu, 09 Aug 2001 17:09:00

Ichor

I think using the armor like that is a good idea, but the stregnths required seem a bit high, especially since a mage would have to be at 40 to use something that only benefits him by only one armor point. Maybe the strengths could be something like this: Amulet - 1 Helmet - 7 Shield - 12 Armor - 18 Also, having them not wear away would make things entirely too easy when they manage to get all four armors. The fighter would be immune to all damage if he uses the bracers, and would onlly drop down to 80% resistance when it wears off. Also, I think the armor should wear off, maybe at a slower rate, so that you have the opportunity to get more armor lying around. [ August 09, 2001: Message edited by: Ichor ]
Fri, 10 Aug 2001 00:15:00

KChris1011

I guess that I had not really thought about that fully. The reason I though that the prerequisites should be so high is so that the characters could only wear a lot of armor late in the game when there are much stronger enemies. I also thought that you would be keepeing the armor restrictions that you had in Korax Mod, the warrior can wear all armor, cleric can wear some, mage can only wear amulet. Maybe if the armor were to wear away slower but the A.C. did not change. -KChris1011 [img]images/smiles/icon_cool.gif[/img]
Fri, 10 Aug 2001 00:28:00

Ichor

Another possibility is maybe to have different armors for different classes. For the fighter it would be plate mail, for the cleric it would be studded leather (or something similar), and for the mage it would be some kind of robe. The helmet, shield, and amulet could be set up the same way. For the class the player chooses, they would only the armor suited for them throughout the entire game and nothing else. In other words, a mage would not see the plate mail armor, but they would see the mage's armor. This will allow all the classes to use all the armors, and each of the 12 armors could be configured to give a certain amount of protection. The studded leather would offer more protection than a mage's robe, but not as much as the plate mail.
Fri, 10 Aug 2001 04:29:00

RambOrc

Hey people I hear you... [img]images/smiles/icon_smile.gif[/img] I guess you're talking about the upcoming RPG and not about the Mod, right? In that case, I've got something basic to add... you think too much Hexen and too little D&D... who cares what 5 types of armor there have been in Hexen? In a real RPG, you find dozens of different armors and armor pieces, from the torn leather jerkin to the full plate mail with magical abilities... Of course the RPG is set in the world of Hexen so those armor types will most probably exist still... but even if there will be protecting amulets, there will surely be several types, and there will surely be more than one kind of helm or breastplate as well. So let's open your horizon, I hope you'll still give us ideas on this new level. [img]images/smiles/icon_smile.gif[/img] As for the skills, a dozen or so skills should be about the optimal number for the RPG, not too much so that you loose track what is what but enough to satisfy the more casual RPG fan. Also, don't confuse the basic skills like speed and agility with the special abilities like dodging projectiles or finding edible roots in the forest (you can call it foraging). Best would be to establish a list of basic skills, what they roughly do, and then a list of special abilities and how much points on which skill this ability needs as a minimum.
Fri, 10 Aug 2001 08:40:00

KChris1011

RambOrc, I think those ideas are great. I would have suggested something similar, though not quite as fleshed out, but I didn't know the limits of the Hexen code. Maybe the A.C. could act like one in D&D. There is a chance that it could deflect attacks. The enemies could also have their own A.C.'s. As the player levels up he would get higher attack bonuses to overcome enemy A.C's. The more powerful enemies would have high attack bonuses so that the player would always have a challenge. Maybe like D&D spells would overcome any A.C., like the spell magic missle. On the subject of skills you could have something that will increase your chance to hit enemies and something maybe to increace the chance to "dodge" attacks. There might also be something that increases the damage that spells and magical weapons do. And per my previous sugesstion strength might be tied in with your ability to use heavier armor, and perhaps heavier weapons. Also depending on the charater class you might only be able to develop certain skills A certain amount when you level up. For instance the mage can only put very few points into strength, but he can pour all of his points into magic related skills. Hope you like these ideas, -KChris1011 [img]images/smiles/icon_cool.gif[/img]
Fri, 10 Aug 2001 09:48:00

KChris1011

I just had another idea. If you are delving into the code as much as I think you are then maybe you could give the player the ability to customize weapons and spells. This would only be for the cleric and mage. When a player gets a new weapon they could adjust the damage, rate of fire, and duration of effect. When they increase one the others go down and the mana cost goes up. They could also reduce the stats to decrease the mana cost. Just some more thoughts, -KChris1011 [img]images/smiles/icon_cool.gif[/img]
Fri, 10 Aug 2001 22:31:00

Tzar Sectus

Howdy, one of the programmers of Korax here. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
On the subject of skills you could have something that will increase your chance to hit enemies and something maybe to increace the chance to "dodge" attacks.
Erm... wouldn't something like this seem odd? I think dodging enemy attacks should be up to the player alone, not based on some skills. Dungeon Keeper had this skill, and personally I thought it was just a nuisance when the enemy attacks just vanished into thin air or when you were certain you hit an enemy but it not do anything. Something like this would be good for a game where the player doesn't directly control the player character (like a traditional 3rd person RPG), but I don't see it as any good for any action game like Hexen. I think we have to remember what we're dealing with here, Hexen is primarily a first person action shooter. Putting certain D&D rules into the games just doesn't fit. D&D was afterall originally designed for a group of nerds to gather around a table and throw dices. <BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
I just had another idea. If you are delving into the code as much as I think you are then maybe you could give the player the ability to customize weapons and spells. This would only be for the cleric and mage. When a player gets a new weapon they could adjust the damage, rate of fire, and duration of effect. When they increase one the others go down and the mana cost goes up. They could also reduce the stats to decrease the mana cost. Just some more thoughts,
Making something like this would perhaps be a little hard to balanced, and besides wouldn't it ruin a bit of the fun? With it you could make the "perfect" weapon, and change it all the time for certain situations. If I've understood RambOrc correctly we're going to have something else which will work as a substitute, for the RPG we're going to have *lots* of weapons, most of them simple variations of the original weapon. Forexample, a hammer like the original only slower at wielding but doing more damage. And more. By the way, this talk of weapons reminded me of something. RambOrc, what if we added a new variable for the weapon object, damage, so that weapons themselves can break? Since we'll be dealing with an inventory, and the player's probably going to stumble over a great deal of weapons, it would be neat to give that department some more depth. And of course, some new skill for the player to repair weaponry. -Remi
Fri, 10 Aug 2001 23:05:00

RambOrc

Yes, there will be a lot of different weapons to collect and/or buy, most of them basing on the same 2-3 basic weapon types. Also, there will be physical and magical means to "upgrade" an existing weapon to make it harder, faster, lighter, more resistant against magic, etc. Some of these upgrade thingies might surface already in Korax Mod II. Breaking weapons? Why not... just don't forget one thing, it'll be another thing that has to be balanced... don't forget it's the fighter only who'll run around wielding maces/axes/swords/hammers all the time, the cleric will use some weapons (mostly in the beginning and in some special situations later on) but rather clerical spells, and the mage will use as good as no physical weapons (instead of a single staff and maybe a reserve dagger), but tons of magical spells. If weapons break, you'll have to develop something similar for the spells as well or the game will lose balance. Also, if weapons deteriorate, I'm for a version where you see the integrity of the weapon in percentage (when it reaches 0%, it break). I always hated it in different games when the weapon just suddenly quit on you without warning, and I disliked implementations where you see 3 different phases (fine, damaged, broken) as well.
Sat, 11 Aug 2001 00:08:00

Ichor

Maybe instead of weapons breaking, either an enemy wizard spell or a cursed item may cause the fighter to become feeble (lost strength), the cleric to become discouraged (lost faith), and the mage to become senile (lost magic). Also, in Baldur's Gate, mages and clerics would gain the ability to use magic, but they would have to buy the spells in order to use them. Perhaps you could do something like that? And for the fighter, he could buy certain weapons instead of spells.
Sat, 11 Aug 2001 02:40:00

RambOrc

The spell idea is good... maybe we'll give it to the Heresiarch, LOL As for gaining spells, I thought of a system where spells are found on scrolls or in books and these scrolls/books can be found in dungeons or on dead enemies, be bought in special shops, maybe stolen from some NPCs, and also found in the library, and read/copied to have it for own use. A spell must be learned by the mage. Some spells need only to be re-memorized every time you want to use it, some can be stored in the mage's staff, and some great spells (like splitting a whole mountain in 2 to lay bare the catacombs below) might need several days of preparations and incantations. Playing a Battlemage or an Arcane Wizard will be very different, nearly as different as playing a Mage or a Cleric.
Mon, 13 Aug 2001 01:52:00

KChris1011

Maybe insted of my suggestion of "dodging" attacks, the player could develop resistances. The fighter could resist physical attacks, The mage would resist magig, The cleric would have a little of both. -KChris1011 [img]images/smiles/icon_cool.gif[/img]
Tue, 14 Aug 2001 05:21:00

KChris1011

Another suggestion, perhaps you could let the player manually distribute their skills at the beginning of the game. -KChris1011 [img]images/smiles/icon_cool.gif[/img]
Mon, 18 Feb 2002 03:48:00

Steelfist

Hello all. I just recently rekindled my love of Hexen a few weeks ago thanks to Vavoom and the Korax Mods. What struck me most, replaying it again with a modern engine, was how deeply immersive it was. It stood out in my mind next to System Shock 2, Half-Life, and the Thief games for the sheer amount of time I've spent playing it. Needless to say I was overjoyed to hear that the source code had been released and that people were working on more Hexen projects. I want to get involved. Here are some of the ideas I have for the ultimate immersive action-RPG: 1. A useable shield for the fighter. Since the fighter does mostly up-close fighting, it's pretty unfair to have monsters flinging projectiles at you while you run towards them down a corridor that is not wide enough for you to effectively dodge. The shield would be an assignable button and when pressed, the shield would rise up and block two-thirds of the players view. The player cannot attack while holding the shield and movement speed is cut in half. The shield would effectively block blunt, non-magical weapons like punches, swords, clubs and arrows, and would reduce the damage of magical attacks based on how strong the shield is. Also, the shield would be useless if the monster is attacking you from the side or behind. 2. I totally agree with someone elses idea of a System Shock 2 style inventory. It's much scarier and immersive if time doesn't stop while you are rummaging through your backpack. System Shock 2's inventory capacity was increased as the player got stronger. I believe Korax Heritage should work similarly: The backpack you are carrying has a specific set inventory, but there might be slots that you can't use if you aren't strong enough to carry them. 3. Mini-puzzle switches and locks. Another appealing feature of SS2 is the hacking feature, where you have to click on hack nodes to see if you sucessfully hacked the item. Time doesn't stop in the game while you are doing this so it adds immersive value. It could also be used as a lockpicking feature for a thief class. The puzzles could be like sliding photograph puzzles, geometric shape puzzles where you are given a final outline and have to fit the pieces together, and even the word riddles that controlled the locks of the chests in Betrayal at Krondor. As the player's intelligence/lockpicking skill went up, more hints would be added to the puzzle. Of course, magical classes can cast spells to help them bypass these puzzles. 4. A thief class, as I said earlier. The thief class would play similarly to the main character of thief series. Invisible in darkness, good at knocking enimies out from behind. The changes I would make to the thief class to make it fit the action-laiden landscape of Hexen, would be to allow the thief to set traps and then lead monsters into them, similar to the navy class in SS2 hacking the gun turrets. 5. I also liked the idea of monsters attacking the unwary traveller who goes to sleep in the wild, however, there should be spells and items that create a warding circle around the player, similar to those used in the Nero LARP system. Of course, there could be monsters in the dungeons that could break your ward.....all the more tension.<G> Oh, and if the player IS woken up rudely in the middle of the night, it should take a few seconds for the player to draw any weapon besides their basic first weapon. Almost all RPGs apply penalties to characters who are taken by surprise. The amount of surprise would probably be determined by the characters speed or some similar ability score. Well, that's what I've come up with so far. My only lingering question is will the basic storyline be avalable to the public? While many games design the story around the levels, I've found this to make for some really dumb, unlinked plots. (Tomb Raiders 2 & 3 spring immediately to mind.) If people like myself are to design levels for this project, it would be nice if we could see where the level ideas might fit into the overall story. Maybe a mailing list....I dunno. Steelfist
Mon, 18 Feb 2002 11:05:00

Col.J.P.

Wellcome, lad...It's good to see new faces around here [img]images/smiles/icon_biggrin.gif[/img] I totaly agree w/ you about all the SS2 issues that can be reverted into good aditions for Korax Heritage, and some of them are already in progress. Sometime ago I proposed exactly a thief/assassin kind of character, using stealth skills and being more fragile than the others... Concerning SS2, the problem here is that very few ppl actually play it seriously...the game itself is undervalued, and the developing team does'nt have the time to play all interesting games, like DeusEX, SS2 or even Severance ( which has a bunch of good ideas concerning that sheild stuff you were talking, and others...)so, it's up to us giving them fresh good ideas and POV's [img]images/smiles/icon_wink.gif[/img] Cheers J.P.
Thu, 11 Apr 2002 23:39:00

Nosferax

I think adding more and more skills would suck. It's not D&D here it's a shooter come on. I like the idea of making weapon upgrades tho..
Sat, 13 Apr 2002 12:53:00

Sir Billiam

I think the mage's invulnerability is cheap crap! Instead, how about giving him a physical invulnerability spell and a projectile reflective spell (kind of like the Heresiarch [img]images/smiles/icon_smile.gif[/img] ). There should be some sort of visible indication to others that the mage has casted them, like the floating cubes for physical invulnerability and the revolving purple spheres for reflective, just like a Heresiarch [img]images/smiles/icon_smile.gif[/img] The fighter might do better off with a kind of enchantment spell that makes his sword as powerful as Wrath of the gods or Horrible pain, but only for a single, close-up strike [img]images/smiles/icon_biggrin.gif[/img]
Wed, 10 Sep 2003 05:50:48

B0rsuk

Squirrels claim that there are going to be 5 different stats in SE: Strenght, Agility, Vitality, Intelligence, Wisdom Some additional ideas (numbers are just for examples) Strenght also determines how many artifacts character can carry 5 - 3 artifacts of each type (quartz flask, flechette etc) 7 - 4 10 - 5 15 - 7 20 - 10.... It would make players play more carefully. Items like flasks are going to be available in shops, right ? So no problem here. Agility determines: - time delay between pressing jump key and your character doing it 1 - 200 miliseconds 5 - 150 miliseconds 10 - 125 miliseconds 15 - 100 miliseconds 20 - 50 miliseconds 25 - no delay It would make clumsy characters FEEL clumsy, but it's still managable. When it's safe, you can make some dangerous jumps, but under fire it's harder to concentrate. - spread for many ranged weapons, like bows, thrown items,certain non-homing magical weapons... but it shouldn't be too big, just slight nuisance because you can't snipe effectively Vitality - how much the screen flashes after being hit ? Character with 1-5 Vitality could have red flashes similar to Berserk wearing off... perhaps too extreme. Intelligence effect may differ depending on spell. Frost Shards spell would have smaller spread. Individual shards deal very little damage, so no harm would be done.
Wed, 10 Sep 2003 16:55:13

RambOrc

1) Strength will determine the maximum carrying capacity of your character, but in a different way than what you describe here (I don't want to go into details because the new inventory is not yet public). 2) Hey interesting idea with the jump delay! Could be also used by turning maybe. 3) I'm not sure what you mean, most ranged weapon already have a spread.
Wed, 10 Sep 2003 20:55:47

B0rsuk

Ahhh I forgot about As you can notice, characters in DooM, Hexen, Heretic etc are quite fast, but can't stop instantly. It takes a while to change movement speed from 0 to top level. So when changing movement direction to opposite, you are easy(easier) target for projectiles. Agility could make character accelerate faster, or even totally remove accelerating delay. You would be able to change movement direction to opposite without pause.
Wed, 10 Sep 2003 22:51:00

mago

"Intelligence effect may differ depending on spell. Frost Shards spell would have smaller spread. Individual shards deal very little damage, so no harm would be done." I guess he meant to say that higher intelligence would make the magics more efficient. In the example he gave, the frost shards, which do little damage as individuals, would have less and less spread factor as your intelligence goes up (less spread=more massive/concentrated projectiles= much more damage in a sigle shot). May be difficult to code evry single variation on every magic...
Thu, 11 Sep 2003 10:09:00

RambOrc

Frost shards is IMO a bad example because sometimes you actually want it to have a wide spread - like when firing away at a large number of weak foes.
Thu, 11 Sep 2003 10:39:41

B0rsuk

B0rsuk's mob tactics (c) Yes ? And how's that you want multiple weak foes wounded instead of killing some of them ? Wounded foes are fully functional - they deal same damage, move at same speed.... Dead foes don't trouble you anymore. This is especially true for Frost Shards. It's better to freeze 1-2 ettins - they can block others and stop them from advancing. In best case, each ettin requires 6 blue mana total. Only if you score 2 perfect hits. It's hard to score perfect hit with frost shards even on short range - bug or what ? I often use shards at very short range (touch) so I'm sure it'll take 2 shots per ettin. Afrits are quite good at dodging projectiles, so it's generally better to eliminate them from small distance. Perhaps it wouldn't be the case if individual shards were stronger. So far, they aren't. By the way, do you check your mailbox ?
Thu, 11 Sep 2003 11:55:22

RambOrc

Once there is a frozen target, Frost Shards will home towards that and you won't be able to hit living targets in its vicinity. I'm not sure whether it's a bug or a feature of Hexen. At any rate, softening them up first makes it less of a prob (no need to switch weapons all the time). Best is to hit an Afrit while it's airborne, that way it'll shatter at once. Not to mention I'm not afraid of a large group of monsters, I'm killing them only for fun and not for survival... I remember back around '98 or so I was once playing Hexen on nightmare skill and the first time I died in Shadow Wood was when I didn't watch out and ran full speed into that abyss on the Caves of Circe. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I'm able to check my mails only when I'm home (which I won't be for another 6 hours or so).
Thu, 11 Sep 2003 12:41:49

Ichor

I don't think they home in. I think those frozen targets just get in the way. If you don't want to change weapons, use a Disc of Repulsion (or spell in Korax mod) to blast them high enough so that they hit the ground hard enough to break (doesn't work with Chaos Serpents though). A Flechette would do it too, and there's plenty of those lying around. Curiously, a Banishment Device will also break an ice corpse, but that would be a waste of an artifact.
Thu, 11 Sep 2003 13:28:04

B0rsuk

I think I know what he means. This happens if you use shards as melee weapon. If you stand next to frozen enemy and try to use chilling touch on living enemy, there's good chance that you'll hit that frozen creature. Autoaim on/off doesn't matter. Last time I checked Discs work for Serpents, they just don't fly. They break upon hitting a wall. It would be great if you can make monsters shatter frozen creatures if they get in their way (I mean, distance is 20 or so). If a horde of ettins corners pushes you into a corner, you should die. But no, monsters stare at their frozen companions and wait. Funny how it works: if you freeze dark bishop, afrit or reiver right above lava surface... they stand there and don't melt ! Ice is immune to lava ! Weee... !!!
Thu, 11 Sep 2003 14:04:15

Ichor

Also, did you know that you can freeze yourself with the Frost Shards if you're moving fast enough? You could use a Boots of Speed, or oddly enough, run full speed on ice. For some real laughs, try this (I just discovered this one recently): First, get your health down to around 10 or so (with little or no armor). Then fall off of a cliff. About a second later, aim downward and use the Frost Shards. If you time it right, you will freeze yourself while still falling. You will continue to fall of course, but now you're an icicle, heheh.
Thu, 11 Sep 2003 15:58:19

RambOrc

[quote="B0rsuk":3vqlhor0]I think I know what he means. This happens if you use shards as melee weapon. If you stand next to frozen enemy and try to use chilling touch on living enemy, there's good chance that you'll hit that frozen creature. Autoaim on/off doesn't matter. Have you ever seen me using any weapon for anything but melee range? This was IMO one of the reasons I could so much enjoy Heretic & co. even with their theoretically very weak AI: while I saw people using engine and AL limitations to simply pick off monsters from around corners and from behind obstacles to make the game simple but very boring, my style was always to grab a crossbow or a shotgun, charge into a room full of monsters, run around them in circles and blast them at point-blank range every time one of them popped up right in front of me. I also developed an AFAIK fairly special move pattern, charging straight at a monster, a step from it firing the shotgun or crossbow, and a split second later turning sharply to the left or right (and running at full speed throughout the full maneuver, not stopping neither before nor during nor after it). <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> BTW I've got a nice screenshot of a buddy of mine being three times on the same screen: on the right as a fresh bleeding warrior corpse, in the middle as a frozen warrior and at the left as a freshly spawned warrior (he spawned twice at the same spot and I was mean enough to blast him twice). Actually I blast him the next time too, the things a mage can do while using the Invulnerability spell. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> And if you think of the fact this was threesome a coop match where the 3 heroes went up against Korax' minions, you start to get the idea how funny that LAN game was. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I plan to put up screenshots and a short article about it somewhen in the near future.
Thu, 11 Sep 2003 20:14:26

RambOrc

[quote="B0rsuk":x6ibfsi0]By the way, do you check your mailbox ? I read them most days, but answer mails only once in a while. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 11 Sep 2003 20:19:51

Moose

What he says is correct sometimes takes him a month or 2. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> or maybe that should be <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Thu, 11 Sep 2003 22:17:56

RambOrc

As I just told him in e-mail, my oldest not yet answered e-mails are from December 2001. And with this I mean e-mails I'm still keeping pending, i.e. not some discarded stuff... <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Thu, 11 Sep 2003 22:28:11

mago

I know you are a very busy man, and that you take your time to answer e-mails properly, which takes care and effort, but is there some special reason for such a delay (2001?) ? <!-- s:shock: --><img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked" /><!-- s:shock: --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Thu, 11 Sep 2003 22:29:56

RambOrc

It's not a single mail but the end of a long chain of mails, with no real big gaps in between. My average inventory of unanswered mails is nowadays 50-100 which is a lot better than a year ago when it was 100-200. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> I also get a lot less mails than last year this time.
Sun, 02 Nov 2003 06:13:49

Nightwolf

Sure, a cool spell for mage: A dead foe, you pick him with your magic hand, absorv his/her soul/life force/something, and then, use thar force like giving you more strenght (like Elric from Stormbringer) or use to make a devastator spell (the more powerfull the foe, the better) But the spell is slow, because you must see how the corpse is on your hand, and how you absorv the soul. Or maybe this spell can be for the Barbarian, with magic gloves, so he can pick the corpe with only one hand and absorv the soul. Or a bestial spell, that burst the meat, only to rest the bones, and here we got a skeleton ally. A bloody way.
Sun, 02 Nov 2003 23:48:24

RambOrc

By seeing this topic I realized the situation got worse once again, currently I've got once again 131 unanswered mails in my inboxes. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Fri, 05 Dec 2003 23:01:02

The 4th Class

I know what you mean...this is a LONG thread <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> .
Fri, 05 Dec 2003 23:44:11

RambOrc

LOL I'm down to 107 in the meantime...

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