Skills and Feats that mobs may train
Trainable feats
Besides the feats relivant to Calimshan and the Shadow Weave feat which other feats do you NOT want trainable in new areas as of yet?
Was simply wondering, what is the syntax for a mob to train a feat? For skills you have ;
% (max level trainable) (cost multiplier) (feat)
Do feats have a max level trainable, or how does one build this?
% (max level trainable) (cost multiplier) (feat)
Do feats have a max level trainable, or how does one build this?
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
-
- Sword Grand Master
- Posts: 502
- Joined: Sat Aug 09, 2003 2:56 am
- Location: House of the Triad
- Contact:
The syntax for feats is the same as for skills. In the case of the max level value for feats this will usually be 1. Some feats however are trainable multiple times and these might be set higher.
For instance toughness can be trained 5 times. Cleave can be trained twice becoming Great Cleave. If you want a mob to train Great Cleave then you would set "%2 4 cleave"
For instance toughness can be trained 5 times. Cleave can be trained twice becoming Great Cleave. If you want a mob to train Great Cleave then you would set "%2 4 cleave"
Skills and Feats that mobs may train
Are there any guidelines on what skills, feats and spells are acceptable on the training mobs in your areas?
For example, are there things that you would wish only to be trained in class-restrictive guilds/areas? Are there things that you do not wish placed on trainers yet...such as newer feats.
In general, what is a good number of things for a mob to train? Only one feat on a mob perhaps, what about spells and skills?
As a player I am aware of several skills feats and spells that other players claim hard to find. I'd like to address this, but need some input on what should and shouldnt be obtainable
thanks
For example, are there things that you would wish only to be trained in class-restrictive guilds/areas? Are there things that you do not wish placed on trainers yet...such as newer feats.
In general, what is a good number of things for a mob to train? Only one feat on a mob perhaps, what about spells and skills?
As a player I am aware of several skills feats and spells that other players claim hard to find. I'd like to address this, but need some input on what should and shouldnt be obtainable
thanks
Remember, should you encounter an angry Dragon and your only company is a Halfling...
...you do not need to run faster than the Dragon, only the halfling.
It's a wolverine, not a skunk... sheesh
...you do not need to run faster than the Dragon, only the halfling.
It's a wolverine, not a skunk... sheesh
- Andreas
- Sword Grand Master
- Posts: 720
- Joined: Fri Aug 01, 2003 4:55 am
- Location: Mobile, Alabama
- Contact:
RE: Trainers
Again, these are only my personal opinions through building experience.
Good rule of thumb is only one of each category per trainer and that it makes sense for the mob to teach it.
For example...
An old wizard can train Ancient, Concentration, Silent Spell, Invisibility
One language, one skill, one feat and one spell. Since wizards spend their lives learning spells and not martial arts, I'm not going to have him teaching weapon skills. Just doesn't make sense to me.
Trades have to be taught through a quest.
For example...
A young wizard will teach you how to SCRIBE scrolls... but first you have to fetch him a vial of dragon's blood, the skin of a rothe, a feather from a phoenix and diamond dust. After all that, he sends you off to read a few books, answer several questions and finally teaches you how to properly prepare the rothe hide into parchment, mix the dragon's blood and diamond dust for the ink and trim the phoenix feather into a quill. He'll explain why you need to do all of these things for the magic to function. Make the players WORK for those trades!
Another example:
A Tempurian cleric trains Shieldwork (skill), Power Attack (feat), Double-Edged Blades (weapon) and Short Spikes (weapon)
One skill, one feat and two weapons is a pretty good balance. Try to avoid making your area a one-stop-training-shop. If appropriate, limit some trainers to certain faiths or classes. Yes, it's good to put things in for everyone, but it's equally important for trainers to make sense in who and what they'll train. Mystrans should NOT be training Cyricists and vice versa.
Again, the above is only my personal opinion learned through working with the staff here to build areas for the mud
Good rule of thumb is only one of each category per trainer and that it makes sense for the mob to teach it.
For example...
An old wizard can train Ancient, Concentration, Silent Spell, Invisibility
One language, one skill, one feat and one spell. Since wizards spend their lives learning spells and not martial arts, I'm not going to have him teaching weapon skills. Just doesn't make sense to me.
Trades have to be taught through a quest.
For example...
A young wizard will teach you how to SCRIBE scrolls... but first you have to fetch him a vial of dragon's blood, the skin of a rothe, a feather from a phoenix and diamond dust. After all that, he sends you off to read a few books, answer several questions and finally teaches you how to properly prepare the rothe hide into parchment, mix the dragon's blood and diamond dust for the ink and trim the phoenix feather into a quill. He'll explain why you need to do all of these things for the magic to function. Make the players WORK for those trades!
Another example:
A Tempurian cleric trains Shieldwork (skill), Power Attack (feat), Double-Edged Blades (weapon) and Short Spikes (weapon)
One skill, one feat and two weapons is a pretty good balance. Try to avoid making your area a one-stop-training-shop. If appropriate, limit some trainers to certain faiths or classes. Yes, it's good to put things in for everyone, but it's equally important for trainers to make sense in who and what they'll train. Mystrans should NOT be training Cyricists and vice versa.
Again, the above is only my personal opinion learned through working with the staff here to build areas for the mud
Helm keep thee.