User talk:Severian

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Revision as of 19:20, 13 March 2010 by Severian (Talk | contribs) (added "class-dependent movement penalties" to "todo" list:)

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Summary of Changes:

13/03/10: - Changed the Miscellaneous Skills to mimick changes made to the Class Skills page. - Added questions Q5 and Q6 (below).

12/03/10: - Changed the Class Skills page as discussed. - Added several categories to my talk page for a plan and (more) descriptive log of changes I have or intend to make.


To Do List:

Add movement penalties (by class) to the Class Skills page.

  • i.e., which classes get (or don't get) which movement penalties for which armour types.
  • May also need to add information on movement penalties somewhere specific ...

Fix the Combat page:

  • Rename and re-write the section on "Special Moves" (to "Special Rage Attacks" - as referenced in the class skills page) ... I WILL DO THIS NEXT - SOME TIME TODAY ...
  • Remove material on skill specific special moves, that info will be on the skills pages along with the relevent skills. Instead, there will be links to this info on the combat page.
  • Remove info on "abilities" (including passive ones like dodge) to the Miscellaneous Skills (and abilities) page. And again, add the links.
  • Focus on discussions about combat ... not on what skills and abilities are available, but how those skills and abilities are used (or can be used).

Fix the Items page:

  • Modify the info on armour types and weapon types and remove all specific information there pertaining to what is already in the class skills and (soon) the misc skills pages.


Questions:

(1) Tinted crafting tools aren't needed anymore are they? - nope

(2) On the "Items: weapons, armour, scrolls, potions, etc" page, it says that "gaining defence by wearing medium or heavy armour is subject to having skill points in fighter. Light requires points in rogue or fighter." Is this still accurate? - yes

Note that it also specifies: "Eg, if your highest fighter skill is say 50%, and you have 10 def worth of medium and heavy armour on, then you only gain 50% x 10 def = 5 points worth of defence. If you had 100% in a fighter skill, then you would get the full 10 points of defence from that armour. For light armour, you need 100% in either a rogue skill or a fighter skill to get the full defence from that armour."

(3) Are the "bash" and "taunt" abilities only available to the fighter class in some way (e.g., you need some % of the fighter class before you can use them)? nope but bash is more effective (faster therefore less likely to break something inside) with higher str

(4) Pet and summon slots: what takes what slot and how many pets/summons can a character have?
summons and pets are treated differently. Pets do not take up slots. Only 1 pet can be active at a time. The number of summon slots there are and how many slots each summon type takes up is not manual-relevant

In particular: - Crafted golems - how many versions are they, and am I right in assuming each will serve as a Pet once activated (i.e., used)? - Summoned Daemons/Dragons/Monsters/Golems(sword golems or ones from wet clay)/Wards (healing/fire) - do they take a slot? If so, which? - Summoned Water Demons (from fountains) - do they take a slot? If so, which and what effect does it have on other summons/pets (in terms of slots)?

(5) Do priests have the same armour benefits that fighters do? If not, do they have any armour benefits at all?

(6) Fighters and Priests have no movement penalties when wearing light and medium armour What of rogues? And are the heavy armour penalties the same for all classes? Do individual pieces of each category count uniformly to the overall movement penalty or is the movement penalty weighted by for example the weight of the particular item?