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VladamirThu 01-Apr-04 02:03 AM
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#4245, "Any plans to make other items that grant extra skills work like weapons?"


          

Exotic weapons that is. Like certain items grant trance and such, but only at 10%. Any chance those items will be made so you can improve in the skills you gain while wearing them?

  

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Reply RE: Any plans to make other items that grant extra skil..., Valguarnera, 01-Apr-04 02:51 AM, #2
Reply Thats what I meant..., Vladamir, 01-Apr-04 03:32 AM, #3
Reply same argument applies, incognito, 01-Apr-04 04:08 AM, #4
Reply RE: Any plans to make other items that grant extra skil..., Evil Genius (Anonymous), 01-Apr-04 06:20 AM, #5
Reply did ap's ever get that 5%?, incognito, 01-Apr-04 06:41 AM, #6
     Reply They never did., Valguarnera, 01-Apr-04 12:40 PM, #7
          Reply RE: They never did., NNNick, 01-Apr-04 01:00 PM, #9
Reply I would think improving makes sense on none-automatic s..., NNNick, 01-Apr-04 12:53 PM, #8
Reply RE: Any plans to make other items that grant extra skil..., ORB, 01-Apr-04 02:49 AM, #1

ValguarneraThu 01-Apr-04 02:51 AM
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#4247, "RE: Any plans to make other items that grant extra skil..."
In response to Reply #0


          

I definitely don't see us putting a skill like Trance on in that fashion, no. I really don't need to see paladins with Trance, etc. The exotic skills were chosen because they're only useful while wielding those kind of weapons.

There are tons of items that grant bonuses to skills you already have when worn, however. I routinely wedge them into older areas, and pester area writers to create that sort of thing.

valguarnera@carrionfields.com

  

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VladamirThu 01-Apr-04 03:32 AM
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#4249, "Thats what I meant..."
In response to Reply #2


          

Well thats what I mean, the bonus to the skill would only apply when the item was worn, just like you can only use those skills when wielding that weapon.

  

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incognitoThu 01-Apr-04 04:08 AM
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#4251, "same argument applies"
In response to Reply #3


          

You could still have paladins with 100% trance, which is quite different from a paladin with 10% trance, which is what the some items currently give.

I imagine that whether or not they give the ability to improve depends on the skill in question. e.g. being able to improve in dark-vision would not be as overpowered as being able to improve in trance.

  

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Evil Genius (inactive user)Thu 01-Apr-04 06:20 AM
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#4252, "RE: Any plans to make other items that grant extra skil..."
In response to Reply #2


          

>I definitely don't see us putting a skill like Trance
>on in that fashion, no. I really don't need to see paladins
>with Trance, etc. The exotic skills were chosen
>because they're only useful while wielding those kind of
>weapons.
>
>There are tons of items that grant bonuses to skills you
>already have when worn, however. I routinely wedge them into
>older areas, and pester area writers to create that sort of
>thing.

Has there been a change in this set-up where you no longer get the bonus to the skill if you did not already have it? Ie anti-paladins no longer get the 5% spellcraft bonus from a certain item?

(curious also because another item no longer gives its weapon poison %)

  

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incognitoThu 01-Apr-04 06:41 AM
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#4253, "did ap's ever get that 5%?"
In response to Reply #5


          

I found the item really early on and used it with Sossaphrin. I got the echo but I don't think I got the 5%, even back them. Could be wrong though.

  

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ValguarneraThu 01-Apr-04 12:40 PM
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#4260, "They never did."
In response to Reply #6


          

It's all up to the designer of the individual object. We have objects that can grant you a skill you never had. We also have objects that will only increase your skill if you already know it.

The only item in the game that grants a bonus to Spellcraft has only ever given its bonus if you knew the skill and passed some other prerequisites.

valguarnera@carrionfields.com

  

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NNNickThu 01-Apr-04 01:00 PM
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#4263, "RE: They never did."
In response to Reply #7


          

Oh well.

Class(or whatever) restrictions on bonus skills are fine.

But in general:
Should not it be made obvious... Do you gain bonus or something prevents you from that?

But I believe I like idea of bonus skills you've implemented. It made game a lot more interesting. GOOD job, guys!!!

  

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NNNickThu 01-Apr-04 12:51 PM
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#4262, "I would think improving makes sense on none-automatic s..."
In response to Reply #2
Edited on Thu 01-Apr-04 12:53 PM

          

I would think if you using something repeatedly - you are bound to improve eventually.
Of cause - it should not apply to all item given skills (it might be too powerful for certain skills).
But more as a general rule.

It annoys me from time to time I keep getting bunch 'lost concentrations' on 'purge poison/decease' and can never learn how to use these fricking periapts.


Bonus idea1 (kinda opposite to what I was saying):
Use of 'exotic weapons' should be a skill (given on 25th rank perhaps).
Not automatic level*3 proficiency. This never made sense to me.

Bonus idea2:
How about giving 'wands' skill to enigma warriors and give them chance improve it. At lower learning rate then mages would.
And 'offensive use only' restriction stays.

My 0.02$

-=NNNick=-

  

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ORBThu 01-Apr-04 02:49 AM
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#4246, "RE: Any plans to make other items that grant extra skil..."
In response to Reply #0


          

Overpowered.

That which does not kill us,
makes us stronger.

  

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