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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Since ranger is one of the most recommended classes while playing Improved Anvil (for playing the expanded ranger stronghold), I added the new Vagrant kit to the game in order to give players more options at character creation stage. Please send your feedbacks, suggestions and comments about the new ranger kit here.
1- Is the kit balanced, overpowered, underpowered? (mostly compared to other ranger kits of the original game) 2- Are the swanmays helpful, too powerful, too weak, well balanced? 3- Does the kit gain the ability to summon swanmays too early, too late, too frequently, not frequently enough, or just fine? 4- How interesting is the kit compared to other ranger kits? Is it attaractive enough to give you motive to play with it at least in some of your game-throughs (when you decide to play a ranger anyway)? Here is the newest description of the kit (you can always find the newst description in theinitial post of this thread or in the related file attached to the mod's readme file): QUOTE VAGRANT: Vagrants do not stay in a place for long. They spend most of their time exploring new wilderness areas and enjoying the beauties of nature. Woodlands and lakes are the most favorite places for vagrants. They are very healthy characters with exceptional stamina. Vagrants can develop a special kind of friendship with swanmays. Swanmays are very rare and special kind of lycanthrope rangers living at lakesides in woodlands and in remote temperate wetlands. High level vagrants can call for swanmays' help.
Advantages: 1- +1 bonus to Constitution 2- Immunity to disease and poison 3- +2 bonus to save vs. Paralyze/Death 4- 15% resistance to elemental damage for every 6 levels of experience 5- Gians the ability to summon Swanmay at levels 13 and 16. 6- Gains the ability to summon Greater Swanmay at levels 19 and 22. 7- Gains the ability to summon 'Swanmay Queen' at level 25. The swanmays will loyally fight at the vagrant's side for 20 rounds. Disadvantages: 1- May not wear armor greater than studded leather 2- Cannot specialize in ranged weapons 3- Requires 12 Charisma 4- Cannot dual class This post has been edited by Sikret: Feb 4 2008, 02:00 PM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
In addition to the minimum charisma requirement, I'm also thinking of adding immunity to some beneficial spells to the kit as new disadvantages. Immunity to "Resist Fire/Cold", "Protection from fire", "Protection from cold", "Protection from Lightning", "Protection from Electricity", "Protection from the Elements", "Protection from Energy" spells (the immunity doesn't cover immunity to potions or items which grant elemental resistances of course, but just spells). The justification would be that the kit's innate resistance to the elements takes precedence and overrides those spells' effects. It's just a rough idea for now. I have not implemented it yet. Any comments?
-------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#3
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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
In addition to the minimum charisma requirement, I'm also thinking of adding immunity to some beneficial spells to the kit as new disadvantages. Immunity to "Resist Fire/Cold", "Protection from fire", "Protection from cold", "Protection from Lightning", "Protection from Electricity", "Protection from the Elements", "Protection from Energy" spells (the immunity doesn't cover immunity to potions or items which grant elemental resistances of course, but just spells). The justification would be that the kit's innate resistance to the elements takes precedence and overrides those spells' effects. It's just a rough idea for now. I have not implemented it yet. Any comments? Protection from Energy is one of my favorite spells, and I would prefer that he not be immune to that. Immunity to any of the listed spells may make his inherent immunity a mixed advantage/disadvantage. (I think more of a disadvantage.) You could make the resistances not stack if you wanted (highest resistance is in effect). But even that would mean the elemental resistance is not an advantage, because it's not enough. I would end up using a spell to protect him anyway. Similarly, the main (but not only) reason that I haven't used the riskbreaker kit is that he seems fragile at lower levels considering his immunity to spirit armor. I'm considering on coverting Valygar to a vagrant using SK. Will this be allowed? This post has been edited by rbeverjr: Jun 28 2007, 01:17 PM |
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#4
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
I'm considering on coverting Valygar to a vagrant using SK. Will this be allowed? It's doable, but it's better if your have your protagonist as a vagrant, because you will see some minor changes in the game with a vagrant protagonist which you won't see even if one of your NPCs is a vagrant. There is also a new item upgrade which will be offered by Cromwell (and Cespenar) only if your main PC is a vagrant. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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