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Forum Name Gameplay
Topic subjectAny plans to make other items that grant extra skills work like weapons?
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=4245
4245, Any plans to make other items that grant extra skills work like weapons?
Posted by Vladamir on Wed 31-Dec-69 07:00 PM
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?
4247, RE: Any plans to make other items that grant extra skills work like weapons?
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
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
4249, Thats what I meant...
Posted by Vladamir on Wed 31-Dec-69 07:00 PM
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.
4251, same argument applies
Posted by incognito on Wed 31-Dec-69 07:00 PM
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.
4252, RE: Any plans to make other items that grant extra skills work like weapons?
Posted by Evil Genius on Wed 31-Dec-69 07:00 PM
>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 %)
4253, did ap's ever get that 5%?
Posted by incognito on Wed 31-Dec-69 07:00 PM
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.
4260, They never did.
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
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
4263, RE: They never did.
Posted by NNNick on Wed 31-Dec-69 07:00 PM
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!!!
4262, I would think improving makes sense on none-automatic skills
Posted by NNNick on Wed 31-Dec-69 07:00 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=-
4246, RE: Any plans to make other items that grant extra skills work like weapons?
Posted by ORB on Wed 31-Dec-69 07:00 PM
Overpowered.