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Strength, Efficency and The Mage

Sat, 22 Mar 2003 21:05:36


I really, really love this mod. But, there is something that bothers me. Strength increases the damage of Melee weapons. The mage does not have any of those. So, that attribute has no use for him. Speed has limited use, because the Mage has a haste spell. So, the only attribute he can pump points into is efficency. However, the Mage is the only class that can afford blow through mana, because he can make his own. I think that strength should apply to all weapons as a damage modifier. In the spirit of the game, this is hard to rationalize.(Maybe a change of names?) But I think it will give more options to players.
Mon, 24 Mar 2003 13:18:21


I'm fully aware that the whole attribute system of KMOD is not very deep, it was put together in a very short time for the 1.0 release and little enhanced in later versions (in 1.x, speed influenced only movement, in 2.x it also influences melee weapon delay which gives a lot more sense to up it for the Fighter). Upping strength for the Mage is only there for show, I know... this has to do with the fact that KMOD is built on the same codebase SE is based upon, and in SE the Mage will have a melee weapon too, like the other classes. While this aspect of KMOD will most probably never changed (barely any development is planned for it ever), any suggestions regarding its RPG (or other) shortcomings are very welcome in the Scattered Evil forum, since that is still in development and thus new ideas and enhancements can be built in. Also, damage of both melee and other weapons will be modifiable through physical upgrades or magical enchantments in SE - I think strength as an attribute should really only modify melee weapons. Regarding speed with the Mage, I'll leave the field to one of our coders, as I'm not sure whether the speed spell (and the Boots of Speed, which is the same effect) influences weapon delay too, or only movement speed.
Wed, 10 Sep 2003 06:34:14


Wait, Mage DOES have melee weapon. Try to possess Dark Bishop. After you leave his body, you'll be able to use warrior's fists ! (until you change weapon). Can you imagine how many strenght 1 punches does it take to kill an Ettin ? No, not many. MORE. I'm not sure but it may occur if I select melee attack as Bishop (normal Bishops DON'T have melee attack !), and then leave.
Wed, 10 Sep 2003 10:07:11


I don't think it ever happened to me. Are you sure about that? Because it may be a little bug...
Wed, 10 Sep 2003 11:08:49


It happens to me all the time. I thought I mentioned it before, maybe even before I showed you that pyramid of empty mage bodies picture.
Wed, 10 Sep 2003 16:51:41


Moose go and fix it. Now. (LOL j/k) At any rate, in SE Mage will have a melee weapon that won't be an engine bug - his staff (much like the one in Heretic). He'll be able to use his staff as simply a melee weapon, but also to load it with spells and magical energies to use it as a ranged weapon and for spellcasting. Indeed it'll be his only weapon (but with multiple functionality).

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