Monument ShadowMUD


[06-30 01:01][Newbie]Icewolfz: or natural abilites like flying for faeries and tailwhip for lizard and kobalds
[06-30 01:01][Newbie]Molatis: Gotcha
[06-30 01:01][Newbie]Icewolfz: i started adding more then stat featuers as there only so much one can do with stats
[06-30 01:02][Newbie]Molatis: Yeah. More variety is nice
[06-30 01:02][Newbie]Icewolfz: most of the help files have hints in the details lik good at clibnig, bad at riding, etc...
[06-30 01:02][Newbie]Molatis: Yeah, I saw those and wondered if they were just for flavor or actually impacted things
[06-30 01:02][Newbie]Icewolfz: same may be flavor some are hints to skills
[06-30 01:11][Newbie]Eradrial: How much do rogues need strength for combat? Is it important to keep it somewhat high in order to still deal damage when you run out of sp/mp for skills?
[06-30 01:12][Newbie]Icewolfz: help traits
[06-30 01:12][Newbie]Icewolfz: rogues are focused around the dex stat
[06-30 01:12][Newbie]Icewolfz: but str has uses like how much you can carry, how hard you hit etc...
[06-30 01:13][Newbie]Icewolfz: but its not high on the list for a rogue
[06-30 01:13][Newbie]Icewolfz: the system does allow some adjustment after creation
[06-30 01:13][Newbie]Icewolfz: so you can try and adjust a stat later on
[07-01 00:07][Newbie]Eradrial: Does dominant hand affect anything?
[07-01 00:07][Newbie]Icewolfz: determines which weapon to use by default
[07-01 00:07][Newbie]Icewolfz: for example if oyu have 2 knives one is better then the other
[07-01 00:07][Newbie]Icewolfz: not set it will randomly pick
[07-01 00:07][Newbie]Eradrial: Ah, neat. Thanks.
[07-01 00:07][Newbie]Icewolfz: or if an ability uses more the n1 weapon type
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11:12, Shadowday, Kepki 11, 176 AD.

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