Skill attribute system - Also: monsters dungeon ect..

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The Brother
Posts: 44
Joined: Mon Apr 23, 2001 1:54 pm

Skill attribute system - Also: monsters dungeon ect..

Post by The Brother »

Greetings,

I think there can be more difficult creatures other than the demon or even better, beef the demon up and add some more creatures under him just as difficult as he is now.
Here are some suggestions..

For the demon, Make it so unless you have something darn close to max skill and full armor you will be hit4-5 times he tries. For those totally powerful players, he hits atleast 1-5. This way you can't fight him without being hit. Change his damage MAX alittle so that His strongest hit wouldn't kill a well armored and skilled player. "This shouldn't rely on a player maxxed attributes for fighting only. I would hope that stronger characters would be able to take a hit even if not centered on fighting.. AKA a fighter mage or even a very powerful magician "once protective spells are introduced"
And lastly slow the demons attacks greatly. About one attack every 2 or 3 seconds. This way even though his hits are quite powerful, with the help of friend it is healable.
I think Mes Pen should be cut slightly it shouldn't heal near as much as it does... and possible at higher levels of learned skill it can heal more... same goes for the offensive spells. They hurt more as your skill in the runes grows.

That would allow magicians to have alittle more power at higher levels and keep players from fighting demon hitting every hit.

Lastly I think the demon should have a chance to randomly push characters... that may make healing and such alittle more tricky.. and push should take damage... so perhaps every time demon hits he has a chance to push character in random direction.

Now along with this, once locked doors are created, the demon can drop a key that disappeares once used.
It can unlock the door to the vault which can contain gems, gold and possible unique or wanted items "different swords, armor, items and whatnot"

These are my views.

Next how about Ghouls? They would be a close step under the demon and possibly reside near to him as he is thier master. Lets say they are invisible until you are next to them... this way it is a great challenge to hit with spells until someone is fighting and they can have the simular stats as the demon does now.

To this, What of NPC Mages... If you could enhance AI a bit, I think an evil mage would be a great addistion to illarion.

I have hopes to build a "catacombs" soon and gods willing, many quests and such can come from this.

If anyone has an idea for some monster ideas that are reasonable and can explain alittle about them and thier strength and use, post them here. Also any other ideas. I am hoping to create the darker side of Illarion to where instead of caves, the monsters have hidden from the light of day in numbers to gather strength and possibly one day raise an army to break free. It is a few brave souls who venture into the catacombs to keep the armys growth at bay and only hero's and legends that make it to the demon and slay him.

Feel free for anyone to email me on this also Bror and MArtin, since I can give a few suggestions there..

Martin, have you made any graphics for doors, double doors, gates, possibly an altar or whatnot? Also perhaps in the next build houses can be over 2 storys? I mightself would like a 4 story as you know.. and many things can come fromit other than a place for a guild.

I'm hoping to create things to further Illarions gameplay not just for groups of players but for all.



I have been thinking of a few more additions to my post.

Spells:  I think having a diffrent set of runes of ressurection and for healing would be good. This way someone would have to train them both to heal and rezz instead of how it is now. This could lead to very powerful priests in Illarion.

Defensive spells:  An Armor spell of course, Instead of simply enhancing someones armor "this could be used on powerful characters to make them invulnerable" Make it so the armor spell would act as plate armor though the player may be wearing a shirt. This would be helpful to mages. Also perhaps a shield spell. It could bring a magic shield to the caster that would not require the use of hands and possibly raise parry skill at 1/5 of the normal acting as a usual shield however, only 1/2 as effective as an actual shield. All these numbers may confuse so I will explain in words alittle more.
If a magic user used the shield spell creating a shield and he is high in parry, he would have the defense of a well trained warrior and still be able to use both hands.
Having the shield spell only half as effective would not make them overly powerful. COnsidering to be a mage of great power, you would have to adjust the stats accordingly.

Stats and Attributes:

Bror, Because I don't have my computer I can lsit all attributes accurately, but this is the jist.

Constitution: Amount of damage able to take "initial Hit points" and possibly a factor in absorbing some damage from blows or in poison effects.

Strength: Factor in damage and ability to absorb some damage and speed of attack.

Dextrerity: Factor in Parry and dodging and on accuratcy with ranged weapons and melee "Accuracy for melee = damage"

Agility: Dodging, Parry and speed of attack

Essence: Factor in magic effectivness "to hit"

Perception: Ability to learn skills quicker and learn advance skills at an early skill ratio. Also for later use of seeing hidden or sneaking PC/NPC's

Intelligence: Also a factor in learning skills, but mostly spell skill quicker and decreasing the ammount of mana needed to cast spells.

Willpower: Factor in enhancing Magic potency "damage" and also resisting magic. Could be used for melee weapons also "and mental spells as once stated"

These are a few suggestions because Alot of Illarion is limited by attributes and skills.

Allow more of a diverse growth of characters and use all the attributes so that characters can not max out 3 1/2 skills and be all powerful in fighting and magic and other.

This will allow Mages to be mages and fighters to be fighters. I think there is too much of a mix. Why be just a magicial when a powerful fighter is just as strong.

I hope this is the heart of the problem.

With this system  I think that attributes could raise slightly as the character developes and also decrease once a character ages or is hurt badly after a period of time "death".

A major facotor in this system is that not everyone has to have the same hitpoints. There should be a way for hitpoint adjustment..

Possibly a very very rare HP poition that will give you an extra point or two.. that would create a great want for this product and also a great price. However it should be something very rare and I belive the gods could best think of a way. Also instead of adding levels.. what of a new skill screen? Overall skill, mage skill, fighter skill, "later thieve skill" tradesman skill, whatever you canthink to add..

In this way you can judge just how much of a proficient fighter or mage whichever that you are and this could take place of any "levels"

With this idea you would be able to use Skill ratio to add things, such as Hitpoint adjustment, or mana adjustment.. whaever you think necissary.

I hope this has not only been helpful but insirational.

Till swords meet,
Bro
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