Staffs
@ anti the second one I forgot to put an enter line it says
5/- or 5%
Evil Good/Staff of defense
Forgot the space there.
And mages can already do what you suggested with the neverhit staff of barkskin use. Maybe instead of making it uses of spells give it just resistance against spells. 5-10/- from some elements so you have to hold it to get the DR.
5/- or 5%
Evil Good/Staff of defense
Forgot the space there.
And mages can already do what you suggested with the neverhit staff of barkskin use. Maybe instead of making it uses of spells give it just resistance against spells. 5-10/- from some elements so you have to hold it to get the DR.
- AntiChristMofo
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Adding cleric staves is harder than it seems, creating one is easy, but understanding the balance of the game if they are put in is the hard part.
I think all the staves need a twice over. Half are EW original and other half was put in when the +5 on all weapons was in to make mages alittle better, +5's went and staves never got touched.
Right now, DC's are too high for little effort, I'd like to lower them a tad. Not much of lowering but 45 DC's are insane.
I think all the staves need a twice over. Half are EW original and other half was put in when the +5 on all weapons was in to make mages alittle better, +5's went and staves never got touched.
Right now, DC's are too high for little effort, I'd like to lower them a tad. Not much of lowering but 45 DC's are insane.
- AntiChristMofo
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Well, I notice that guiding (17) and pine (17) have very different amount of spell uses.
Guiding has tons more uses of spells and can go maybe 3-4 kills before running out of spells.
Pine can go 1 maybe 2 kills before running out of spells.
What I'm getting at is staves with extra spell slots for druids.
Guiding has tons more uses of spells and can go maybe 3-4 kills before running out of spells.
Pine can go 1 maybe 2 kills before running out of spells.
What I'm getting at is staves with extra spell slots for druids.