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MUDs

Last post 10-25-2004, 7:54 PM by onelovescimitars@hotmail.com. 36 replies.
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  •  10/6/2004 6:27:34 PM 698034 in reply to 501198

    MUDs

    okay, how do I scribe into my spell book?
  •  10/6/2004 6:30:42 PM 697879 in reply to 501198

    RE: MUDs

    you 'remember' spells. See 'help remember'. Disc is very good with help files.
    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  10/7/2004 5:41:16 PM 697753 in reply to 501198

    RE: MUDs

    blarg! I have the spells now I need materials.....I have been killing rats barehanded now(I mastered barehand fighting before I left the newb area), but I oddly enough need rat tails to cast a spell...and I can't use the tails of the rats I killed.

     

    EDIT: never mind, I just needed a dagger.

     

    (by the way should a wizard have 502 hp? I think thats alot of hp....for any class)

  •  10/7/2004 6:23:05 PM 696809 in reply to 501198

    RE: MUDs

    502 isn't alot at all. But you might want to have a look at 'help rearrange'
    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  10/8/2004 6:05:22 PM 698937 in reply to 501198

    RE: MUDs

    Alright, I'm trying to use the maps, but they allways shrink so I can not read them.  Anyway to keep that from happening?(note: this is not the fault of the creator's my computer just likes to compress images so that they can be seen in one screen...which sucks)

     

    also, when does one stop haveing a limited inventory?

  •  10/8/2004 6:55:08 PM 699031 in reply to 501198

    RE: MUDs

    Discworld looks interesting enough, are there any summon spells (i.e. the ability to summon minions to fight for you, like elementals or extraplanar beings) available in the game, or should I be focusing on the obviously more melee classes (in this case ninja and samurai both seem appealing).

    Addendum:
    Perhaps another wise question, should the one about summon spells be a yes. Are summoned monsters useful? Because I've played in MUDs before where there was basically a summoning class, and it was one of the most horribly underpowered classes in the system.
  •  10/9/2004 12:17:03 AM 698508 in reply to 501198

    RE: MUDs

    Not my field, by my understanding is that summons are useful, but not as a primary offensive/defensive tool. Although priests haven't much else in terms of offence without training non-primaries. Priests can summon 'whirlwinds', which can attack and totems, which can defend, but poorly and wizards have a skeleton-summoning spell, again for attack. Besides, there are other summons, such as a floating light or a cloud that can carry things. Not useful for fighting but I mention them because these things are targetable NPCs .
    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  10/9/2004 2:17:16 AM 699035 in reply to 501198

    RE: MUDs

    "Not my field"

    Man you're evil. >}
    Guess I'll have to join as a samurai to find out for myself. It would be nice to have a dedicated summoner in SOME game though and not have it suck completely or be the most over powered class in the game because of some silly oversight in the implementation. It seems every MUD I play has summons being ridiculously weak. In fact, I think the only game I've ever played where you could play a summoner which summoned monsters that weren't too far either way (horribly weak or super ultra juggernaut o' doom) is Morrowind.
  •  10/9/2004 4:16:12 AM 701148 in reply to 501198

    RE: MUDs

    Discworld's warriors (which include samurai) are not magic users. Just incase you're mixed up my samurai is in Zombie, on Disc I'm a thief. I've never really played the magic guilds on Disc (Wizards, Witches and Priests) so I'm not what I know about them is what I've gleaned from message board discussions and randomly reading player-made pages.
    Samurai are somewhat hard to start in on Disc, as they are based in Agatea, far, far from Ankh-Morpork. (The only way to get to AM from Bes Pelagic is by locating a travelling shop, riding it then waiting for the other T-shop, that travels between more than a score of locations and riding that to somewhere you can reach AM from. At lest it's easier than going the other way.)
    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  10/9/2004 3:26:25 PM 701207 in reply to 501198

    RE: MUDs

    Well I figured that a melee focused class wouldn't have spells, and the fact that there's no magic related skills in the class listing furthered my theory. I was saying I should start as a samurai so I can play a class which I think I'd enjoy and doesn't seem that complex (as most melee classes are typically not that hard to figure out, at least not compared to magic classes). Then, after having played for a while, I should be able to figure out how the magic works.

    I'm already rather impressed with the summons in the game though, according to one of the links off of the discworld site (Sekiri's Home of Wizardry). Flaming bunnies of doom which actually ARE a force to be reckoned with is good enough for me. Too bad it's not a minion, but rather a continuous effect spell, but I can live with the fact that it's suppose to be an easy one to aquire components for and cast.
  •  10/9/2004 4:36:48 PM 701150 in reply to 501198

    RE: MUDs

    To get started, Weapon Master's Court (the first rule: Do no talk about the Weapon Master's Court), Palace Guard, Hunters, Lancre Highland Regiment or Hublandish Barbarians are more practical, being based in the Morporkian-speaking world. Or course, If you really want to be a Samurai that's what you should be.

    Magic can be used to a limited extent by non-wizards, via scrolls that wizards can create, however the cost to gain the necessary skills is high.
    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  10/9/2004 7:52:08 PM 701208 in reply to 501198

    RE: MUDs

    So I've been learning. Also it seems there's no real minions to control via spells as a means of attacking others, only one that acts as a super bodyguard from beyond the grave. Rather sad, I was hoping for at least one minion who would follow you around and attack stuff, like an NPC party member of sorts.

    So aside from samurai starting in another town, is there any real reason I'd want to join the Highland Regiment (my other choice, because first aid always seems like a useful skill, and tactics sounds important) over being a samurai? Weak armour restrictions, lower HP, guild restrictions in towns?
  •  10/9/2004 8:17:18 PM 701151 in reply to 501198

    RE: MUDs

    There aren't any real armour restrictions, just burden that can influence other skills, mainly dodge and covert skills (hence my thief wears none). The differences between warrior specialisations are a mainly a different set of primary skills (Highland Regiment doesn't have dodge and uses weapons such as axes and maces) and location. Although any warrior can train at any specialisation's area, you have to join at the spec. you want.
    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
  •  10/9/2004 10:12:59 PM 701209 in reply to 501198

    RE: MUDs

    So there's basically no real downside to being a samurai compared to the other classes, except for starting in an area which you seemed to hint speaks another language? I don't see that as a problem, provided it's at least possible for me to learn the languages somehow (or pick up a "widget of many languages" to understand other languages).
  •  10/9/2004 10:23:58 PM 701153 in reply to 501198

    RE: MUDs

    Possible: yes
    Tedious and time consuming: yes
    My Site: Ogremindes.net. Blog, Art and Warhammer Miniatures. Come and comment on my work!

    Myndes Felin on Discworld MUD
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