Note: This isn't meant to be a complaint, as much as it is a fun idea.
Just having chivalry and necromancy on the same template seems ironic and wrong (from a R/P perspective!). Plus, having 1 skill for the sake of casting a spell once per death seems...wasteful. Therefore, I think it would be interesting to see the following new ability added to chivalry:
Name Absorb Evil
Power Words Absorb Malas
Mana Cost 15
Minimum Skill 85
Tithing Points 15
Duration 60-120s
Area of Effect Caster
Description
Casting this spell allows the paladin to absorb life from evil creatures based on damage dealt (5-15% life drain - based on skill + karma)). However, the caster is then unable to cast Close Wounds and Cleanse By Fire while the ability is active. Also, cannot be cast while in any form (vampiric, lich, etc.).
Pros:
Just having chivalry and necromancy on the same template seems ironic and wrong (from a R/P perspective!). Plus, having 1 skill for the sake of casting a spell once per death seems...wasteful. Therefore, I think it would be interesting to see the following new ability added to chivalry:
Name Absorb Evil
Power Words Absorb Malas
Mana Cost 15
Minimum Skill 85
Tithing Points 15
Duration 60-120s
Area of Effect Caster
Description
Casting this spell allows the paladin to absorb life from evil creatures based on damage dealt (5-15% life drain - based on skill + karma)). However, the caster is then unable to cast Close Wounds and Cleanse By Fire while the ability is active. Also, cannot be cast while in any form (vampiric, lich, etc.).
Pros:
- potentially replace necromancy/vampiric form from templates and allow for other skills. Also means no more -25% fire resist.
- Paladins no longer confused by evil vs. good skills (maybe the intensity of vampiric embrace could be negative karma based, as well?).
- Comparatively high minimum skill means more investment in Chivalry skill (i.e. more reasons to go to 100 or 120) - plus an ability that could take training higher than current max skill ability (Noble Sacrifice at 65).
- No additional garlic-based penalties, and can use cure potions
- Warriors are comparatively strong as it is. This could allow for potentially even stronger builds (balancing ideas listed in the next points).
- Mana based, which warriors already need alot of.
- Even at max intensity - less life drain (15%) than vampiric embrace (20%).
- Unlike vampiric embrace, expires after time duration.
- As stated above - can't cast Close Wounds or Cleanse By Fire while active (or be in a different form).
- No additional resistance to poison
- Only good against evil creatures (this would also omit neutral MOBs like Swoop)
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