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New Skills/Spells
Posted: Tue Mar 22, 2005 8:48 pm
by Galnor
Hey all,
I'd like your input on what you think would be some interesting new skills or weaves for the next big release. I already have a few on my list, but I'd like a larger variety. Please do not only give weaves;we'd like some ideas on skills, too.
Thanks.
Posted: Tue Mar 22, 2005 8:56 pm
by Aj
flurry, with this skill a fencing blade user has a % chance of getting in an attack between rounds.
disarm, for fencing or med blades.
will think of more
Posted: Tue Mar 22, 2005 9:28 pm
by Guest
Wisdom lore, perhaps have it so only wisdoms can do it, so there's an upside to being a wisdom?
Posted: Wed Mar 23, 2005 2:19 am
by Growler
Cookie power:
Requires you to have a cookie in inventory
The weave kills everyone on the other who list. But the down side is your cookie gets eaten.
Hmmm
How about dual wield?
Dual wield would give you a little bit of attack, and more ob at the cost of damage. To prac it you'd need to prac ambidexterity. Only weapons of the same class could be dual wielded, and charge/stab could not be used with it
Posted: Wed Mar 23, 2005 5:05 am
by Primal
False trail:
Ranger or thief skill. Long timer (half of a search timer maybe 3/4). Command False W(est) would lay tracks leading west from room that would be above the next set of tracks so you could then leave south and it would read:
tracks west
tracks south
Kick dirt: Blind for thieves
head butt: warrior skill 1.5 bash timer damage plus bash
Posted: Wed Mar 23, 2005 8:04 am
by Scream
On the subject of wisdom lore have a couple of ideas for the skill (and subskills for % pracced)
99 % plus level 30 + rumage: 25 pulses or more with 1-2% chance of finding a herb in that room. THe type of herb depends on the terrain. Max total number of herbs can be found during one real day (reset to reset) with maybe % chance of finding going slightly up and down with the number of player on, and the area searched i.e. only 1 or 2 players on 0.01% chance, in pk areas 10* chance of finding, etc. So the reward depends on the risk factor
varying % praced - ability to make certain potions
medium % 35 pulse perpare herb. To prepare for use.
low % ability to plant. This would involve planting 1 item of the herb waiting 30 game days and then the two of the herb would load on that spot. Planting would take 30 pulses. Can't plant herbs which have been prepared. Can't rent with herbs which have not been prepared. So a risk holding onto a herb unprepared hoping to plant later.
v low % ability to put on weapons
V low % ability to quaff
Few potions: vials, blind, adrenaline (anti-sleep), courage (anti-fear), strength, poison (with the colour being same as for vial) which can be drunk or applied to weapons, fear (drunk or applied, same colour as strength)
Posted: Wed Mar 23, 2005 10:30 am
by Nicotine
set ward - channeler weave that protects everyone in the room from harm for 3 tics (would make it so the other race couldnt enter room), would have a timer probably five to six rounds long, and would take roughly 180 sps to cast.
i was thinking... maybe make it so the only weapon channelers could practice was staves, then create new weaves and give channelers lots of spell pracs but only a little bit of physical pracs.
Posted: Wed Mar 23, 2005 11:44 am
by Galnor
set ward - channeler weave that protects everyone in the room from harm for 3 tics (would make it so the other race couldnt enter room), would have a timer probably five to six rounds long, and would take roughly 180 sps to cast.
While the idea is a good one, I see potential problems with this. For example, warding a choke exit with a large group and a solo player of the opposite race, causing that player to be trapped. Warding a room one room from a SMOB, trapping entire groups.
As for mixing herbs, what different kinds of herbs can you guys think of? I tend to try to think about other video games I have played, such as Diablo, when trying to come up with ideas.
Posted: Wed Mar 23, 2005 7:45 pm
by Obould
okay thought up a good one, imp taint for mcs, but have a weave called resitance or resist taint, would take maybe up to a minute to weave and would lower the taint, the way wotmud has mc tainting is rediculous, why make a character and spend weeks, months on its rp only to have it become tot ainted to even play.
Posted: Wed Mar 23, 2005 8:18 pm
by Obould
nother one
Joe stares down at the slab of rock with what appears to be a dog's footprint in the center of it. His nose wrinkles slightly from the smell of brimstone. Seizing Saidin, he channels a thread of earth into the stone and slowly smooths away the darkhound's track
could use earth to cover tracks in certain terain.
nother one
Joe places his hands on Bob's head and spins out fine flows of Spirit to probe through his body to determine the exent of his injuries.
spirit to treat incap
Air weaves
Gag - stuff the victim's mouth with a flow of Air so he can't talk. An example:
Joe lets out a sigh of exasperation at the woman's ceasless babbling. He lets out an irritated sounding mutter and channels a flow of air into a hardened mass about half the size of his fist and attempts to stop up her mouth with it.
Deaf - block someone's ears with masses of hardened Air to impede hearing. An example:
Joe pauses his interrogation of the prisoner and wraps thick bands of hardened air around him, blocking his ears. Then he turns to the observing attack leader and says,"Baijan'm'hael, I do not think he knows anything."
Lift - bands of Air like Bind, used to lift the victim or target. Difficult, and requires a lot of the One Power. The more weight you lift, and the higher you lift it, the more of the Power you need. An example:
Joe wraps flows of Air around the stone and slowly lifts it. As the large rock climbs higher into the air, a frown of concentration appears on Joe's face and the menace of Saidin becomes stronger around him as he draws more deeply on the One Power.
Posted: Wed Mar 23, 2005 8:23 pm
by Obould
sword forms!
Arc of the Moon: (defense and riposte) - A high, left to right horizontal parry, designed to knock aside an incoming downward or diagonal attack, followed immediately by a return slash aimed across the throat from right to left. Can also be performed kneeling, in which case counterslash aims for stomach or chest.
The Bee Stings: (Disarm) Twine your sword with your opponents, sliding yours down his blade until your point pricks his hand, followed by a quick snap of your weapon. Notes: Places you in close proximity to your opponent. Should not be used during dual weapon combat.
The Bell Rings: Brute force disarm. Strike your opponent's weapon a ringing blow, forcing it from from his grasp. Notes: Do not attempt this against a stronger foe, or one with a two handed weapon. May damage your own weapon as well as your opponent's.
Boar Rushes Down the Mountain: (all-out attack) Rushing ahead with many slashes and stabs, barreling and whirling. Generally, it seems like a wild attack, but is quite well controlled. Notes: Used to press an advantage, don't lose control. Countered by: Cat Dances on the Wall
Bundling Straw: (defense - counterattack) Sword held parallel to body, point up, and moves horizontally across the body, used to parry. Immediately after parrying, the sword slashes downward at the attacker's stomach and legs, moving in the opposite direction as before.
Cat Dances on the Wall: (defense) Walk forward and backward along an imaginary wall, keeping feet in a straight line, parrying the whole while. Each parry is supposed to be light and fast, only powerful enough to sufficiently block the blow, to avoid tiring. This form Counters: Boar Rushes Down the Mountain
Cat on Hot Sand: (defense) Leap to avoid an attack, parrying once to meet a second attack. Move is left, right, and/or back, but never forward, as forward motion can get you impaled. Combines the concepts of dodging and parrying into one technique. This form is the counter to Parting the Silk.
The Creeper Embraces the Oak: (close attack) Parry an incoming attack, sending it to the left if right-handed or the right if left-handed. Step forward, close to your opponent, and drop the hilt of your blade to waist height so it's point up. Proceed to make an upward thrust aimed to pierce beneath his chin, and then follow up with a draw cut aimed down the chest. Repeat in alternating fashion if needed, or disengage by stepping back into a guard position. Note: Good timing is essential for success.
Dandelion in the Wind: (evasion) - sway to avoid incoming thrusts to the head or upper torso, moving to one side or another and stepping backward to open distance between you and your opponent.
The Falcon Stoops: (counterattack) Though not a defense form, this is commonly used after a parry as a counterattack. Start with a quick fake to the side of the head (this should prevent the opponent from moving closer or attacking) and immediately follow with a step forward and a diagonal slash down the opponent's torso.
Folding the Fan: (sheathing move) Flourishing sheathing move. Make it as flowery and impressive as possible.
The Grapevine Twines: (disarm) Tap opponent's blade (versus a thrust), followed by leaning into opponent's sword arc, before the opponent can recover from the tap, twine your sword with his, then snap your wrist.
Heron Spreads His Wings: (attack) Both arms are quickly spread out and up, to about 30 degrees above horizontal. The blade should be aimed to slash upward from the groin to the throat. It is important to bring your defense back up quickly.
Heron Wading in the Rushes: (attack - balance training) Rise up to stand balanced on the ball of your left foot, with your right leg lifted so that your knee is up on a level with your waist and your pointed right toes are brushing the inside of your left knee. Lift your sword above your head, holding it so that its tip is pointed ahead of you, parallel to the ground. Place your left hand near the handguard, and place your right hand on the pommel of the swordhilt for leverage. The attack com s when you step forward with your right foot and make a stabbing attack at your imagined opponent's chest, using your sword like the bill of a huge bird of prey.
Kingfisher Takes a Silverback: (low attack) A short, quick slash to the outside of the opponents knee. Almost all of the sword's motion should be caused by the wrists instead of the arm. This is a good maneuver to do as a counterattack, as the opponent's own motion makes the strike more harmful.
Leaf on the Breeze: (defense - counterattack) Half-spin (feet not moving) with three quick parries followed by spinning back and a short slash. Counters: Lightning of the Three Prongs
Lightning of the Three Prongs: (attack) Three fast thrusts to the head. These thrusts are very quick and controlled: putting too much power behind the attack will pull you out of position. First thrust to the left, then to the right, then to the center. Counter: Leaf on the Breeze
Lizard in the Thornbush: (opportunity attack) A lunging thrust to the opponent's throat, followed by a quick step back and a diagonal slash across the torso. Note: Commonly used against multiple opponents to take one of them out quickly.
Low Wind Rising: (seated unsheathing attack) While seated, draw the blade and immediately slash at a standing foe's throat, then follow with a downward slash. Note: A mix between Flame Before the Whirlwind and Parting the Silk.
Moon Over Water: (defense) Trace a wide arc from one side to the other, sword pointing mostly up. Can be used either fast or slow, depending on the circumstances. Can block more than one frontal attack at a time.
Parting the Silk: (attack) Fast, strong horizontal cut (neck) followed by a downward diagonal slash (shoulder to opposite hip). First strike can be countered by a backward leap, but may leave open to second strike. Notes: This form can be countered by: Cat on Hot Sand
Ribbon in the Air: (defense) Begin with a light parry to one side, holding the sword vertical, point up. Immediately after, a strong parry is thrown to the other side, while the body is turned to follow the sword, keeping the back foot stationary and moving the front so that the body moves about 90 degrees, like a door swinging open. This form Counters: Stones Falling Down the Mountain
River Undercuts the Bank: (low attack) Drop to one knee, fast horizontal slash, sweeping at the opponent's knees. Designed to take advantage of a high defense. Best Countered by: Swallow Rides the Air
The Rose Unfolds: (unsheathing defense) Draw sword, and whip through a tight arc from left to right (in case of left-handed practitioner, reverse directions) across body, to deflect an incoming slash or thrust.
Stones Falling Down the Mountain: (attack) A two-slash attack. The first is a backhand slash to the opponent's temple, and the second is performed by bringing the sword up, still going in the same direction as the initial attack, and circling around to slash diagonally down across the base of the neck. Note: This form can be countered by Ribbon in the Air or Unfolding the Fan.
Stones Falling From the Cliff: (surprise attack) - leap forward, making a single downward slash at your opponent's head, neck, or shoulders, employing your weight to power the blow. Distance is of primary importance here, as you will be impaled on his blade if you are too close when you make the leap.
Striking the Spark: (attack or defense) A strong, sometimes two-handed, strike aimed at the haft or base of the blade of an opponent's weapon. (In the style of The Bell Rings) Attack: When aimed properly at the place where the blade meets the hilt, this blow can break a sword if your blade is better quality than your foe's. It is quite effective when a steel sword is used against a wooden one. Defense: Aimed at the hilt, this form can stop an incoming blow rather effectively, though it usually doesn't lend itself well to making a counter strike afterward.
The Sun Rises: (attack or defense) A long upward slash. Attack: designed to use the tip of the blade to slash at the chest of an unarmored opponent. Defense: used against downward attacks, but is relatively slow for a defensive form, and should not be used out of position.
The Swallow Rides the Air: (defense) Step both feet away from the incoming attack while bringing the blade down to deflect the blow. The sword should be held vertically, point down, at the end of the parry. Counters: Water Flows Downhill, River Undercuts the Bank, and other low strikes.
The Swallow Takes Flight: (defense - counterattack or defense) A parry, sword held vertically (point up) done while turning the body away from the attack. Counterattack: Follow with a rising backhand slash aimed at the side of the head or the neck. Defense: Follow instead with another parry, holding the sword diagonally downward, while stepping away again.
Thistledown Floats on the Whirlwind: (attack) A jumping, spinning cut to the neck. Jump toward your opponent and spin backwards (clockwise if right-handed, counter-clockwise if left) and slash as you come down. Note: Distance and surprise are vital. If you are too close to your opponent, you will not get the force behind the blow and you will be left wide open to a fast counterattack.
Unfolding the Fan: (defense) This is a circular parry. For a right-handed practitioner, the sword starts at about the 10 or 11 o'clock position and moves clockwise (a left handed practitioner starts at 1 or 2 'clock). This parry, if properly timed, will knock away downward and diagonal attacks. It is best used in combination with other forms and maneuvers. Counters: Stones Falling Down the Mountain (either or both strikes).
Watered Silk: (attack) The form starts with a crouch accompanied by a slash across the abdomen, and is immediately followed with a strong thrust to the heart, making sure to hold the sword parallel to the ground, as having the blade at the wrong angle will lesson the effectiveness of the blow and could possibly cause you to lose the grip on your weapon. Notes: Best countered by Falling Leaf
Water Flows Downhill: (defense - counterattack) Step to one side quickly and crouch, while thrusting the blade at the opponent's groin. Note: Timing is very important This form is best countered by Cat on Hot Sand, or Swallow Rides the Air
Whirlwind on the Mountain: (attack) A spinning backhand slash (the spin should be clockwise for a right-handed practitioner) aimed at the opponent's neck. Properly judging the distance between you and your foe is vital, as is making sure that you bring your head around to face your opponent before the rest of your body gets there, especially the blade. As well, keep in mind that this form presents a wide opening against a prepared foe.
Wood Grouse Dances: (defense - repeated counterattack) Start by sidestepping an incoming attack, going to your right (if right-handed). As the foot hits the ground, thrust. If the attack fails to land, repeat by going to the opposite side (left, if right handed). Continue to alternate to press an advantage.
Posted: Wed Mar 23, 2005 11:07 pm
by Chase
Holy crap...sword forms. That would make this mud atract TONS of new people. It would be the most exciting skill there is...amazing idea. I didnt even think about that because Im used to the idea that the 'other mud' has that you must be a blademaster. Maybe make the higher end forms clan rank based?
Posted: Thu Mar 24, 2005 7:52 am
by Guest
maybe we should have a second sort of clan. This second choice would be reguarded more as a subclass. Every subclass has there differnt fighting forms. Maybe this would also balance channelers.
Posted: Thu Mar 24, 2005 10:22 am
by Guest
I really think sword forms should be reserved for Blademasters, which should be obtained after achieving 1200+ qps. Blade forms should be a powerful skill and therefor reserved for blademasters. A regular 'joe' shouldn't be able to do them, blademasters can.
Posted: Thu Mar 24, 2005 3:01 pm
by Guest
Swim so we can use water rooms.. get some boats etc.
We need a working scan for thieves...
Watch= get to high ground i.e mountain terrain and you can watch and see all in zone/ room name they're in
A way to hide equipement.. stash skill or somthing search to find
maybe a system to manufacture things.. i.e a skill like wisdom lore in which you have a certain % chance to find a certain resource in a certain area and a certain % chance with the right amount of skills and equipment i.e hammers etc. to build weapon xxx. handful of nails+chunk of raw oak+cow hides= Deadly spiked war club
Iron ore+ access to some kind of fire or forge+fine leathers+brass wire+a handful of bronze studs= claymore
you can see what Im getting at...
set trap/snare trap for rangers/rogues.. person x walks has% chance of activating trap recives xxx amount of damage dependent on level skill% of person that set the trap.
Disarm or disshield

So person a has bearded axe or some weapon made for getting rid of shields, hits someones shield has % chance to pull shield away into inv or ground. Person whos wearin shields inv of course. Or fencing blades with disarm
gouge= one tic blind takes 3 rounds to cast would be a rogue skill have to remove dagger/weapon to use
disguise= like hide but you look like a mob unless they look at you.. i.e person a running from person b type *disguise wearied traveler* person b walks in and sees *a wearied traveler is standing here.*
Ill think of more later...
Posted: Thu Mar 24, 2005 3:19 pm
by Guest
Oh yeah.. polearms, javelins, med blades, fencing blades, flails, whips
polearms=pure abs
Javelines= dodgery/stabby or throwy
med blades=good parry good damage weak bash
fencing blades= disarm % good parry weak damage
flails= good damage bad parry ok bash
whips= good parry ok damage disarm%
Now other skills
Throw= throw xxx at xxx
Trip= tripper has to be unengaged timer as long as stab, is for absers to start a fight with bashes for 3 to 4 rounds
Posted: Thu Mar 24, 2005 4:08 pm
by Nicotine
regarding that set ward weave erica was talking about, maybe not have it so the other race cant go in room, but just make it a safe room so they cant attack? would fix the problems you were talking about, galnor.
Posted: Thu Mar 24, 2005 4:09 pm
by Nicotine
lets figure out a way to imp bow and arrows before wotmud.
Posted: Thu Mar 24, 2005 4:18 pm
by Nicotine
Maybe create some finishing moves? We could create another whole section to the prompt for everyone, so it might read:
HP:Healthy MV:Fresh FM:Full> so that would mean your finishing move bar was full, and you could use your finishing move in combat. the finishing move, whatever move you decide to practice, and you can practice more than one, would take the entire finishing move bar and it would have to regenerate just like hps and mvs and sps before becoming full again so you could use it. Instead of filling on tic, it could fill with how much you fight, so if you're engaged on a target a lot you can use your finisher a lot. it would regen a little every round that you're engaged.
For example, you practice a finishing move called Roundhouse Finisher, and when your FM reads full you can hit "Roundhouse" or something and you will perform a sweeping roundhouse kick that maybe bashes your opponent for a round as well as dealing damage and lowering a little of their moves. Finishing moves could be avoided at a low % too, but because you have to wait for your bar to fill up, you should land them reasonably often.
Also, finishing moves could do different things. Maybe have a high rank clan one be able to poison your opponent or something.
Posted: Thu Mar 24, 2005 4:20 pm
by Nicotine
I brought this up a while ago too: i think it would be cool if ter'angreal were imped into the game that let you resist elements, so channies might have a harder time dealing tons of damage. for instance:
<Held> a statue depicting a swirling column of flames
might give you, under your status screen, this:
You are affected by:
RESIST FIRE
Posted: Thu Mar 24, 2005 4:53 pm
by Jerez
i like the idea of resistant gear in the game to counter channies and add diversity
expanding on nico's idea how about not just terangreal but full sets of armor.
like topend might be
a tempered steel breastplate warded against fire (+10% fire abs)
and not just limit it to just topend but make lowend elemental abs gear too for every element that has attack weaves like fire, air, etc
of course if they choose to pursue this type of armor they will have lower normal abs / dodge and get tore up by non-channies
also if you do this obviously youd have to rework attack weaves, making them more diversified, because everyone would choose resistant to fire equipment.
Posted: Thu Mar 24, 2005 4:54 pm
by Aj
finishing move is a cool idea
bladeforms, why give them to a character already bonused? at master you get a nifty wpn, I think blademasters were taken out of wotmud because combining bladeforms with master was over the top, I would suggest making forms a rank thing given to most clans.
still dont like the ward weave idea, blocking rooms would be unbalanced to DS and being able to make a portable safe room would hurt pk.
and the angreal idea, well if someone has immunity to my channies main weave then why not give immunity to bash, physical damage, stabs, charge? Not likely would be unbalanced.
Posted: Thu Mar 24, 2005 6:27 pm
by Scream
finishing mvs dont really like the idea but seen some instant lkill mvs on other myuds which aftetr tweaking were accepted. messaaghe when started plus long timer meant they rarely killed but were balanced.
herbs morrowind has lots of examples willtry to make some new ones up
wormroot
flameroot
yellow tail reed
nightbane
chcickenrot
fllintwood
red kane flower
lusiter mushroom
blue fur mold
deaths head
green pheasant plume
more over weekend
Posted: Thu Mar 24, 2005 6:32 pm
by Galnor
We already had nifty ideas for bow and arrows, and a basic system is already in place(though no bows to use yet).
As for herbs, we need ideas of effects, not names.

Posted: Thu Mar 24, 2005 6:53 pm
by Scream
resist sleep for 5 tics
blind
str
poison
cure blind
cure poison
poison
cure fear
resist fear
fear
vial
weakness = minus str
extra sps
lcut off source