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  1. #1
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    Default More options for NEUTRAL aligned characters.

    These suggestions are mostly for neutral clerics but having some weapon prefixes made for neutrals would be nice too.
    Hammer of the Pendulum:
    Deals 1d6 sonic damage to Evil or Good creatures.


    1) Other options for summon monster, as was said in another thread having an evil and good choice for each level of summon monster and possibly a lawful and chaotic option would be a great increase to the variety.


    2)
    We have create undead.. but theres a lower level one that's possibly more useful and the undead it makes arent going to turn on you because they're unintelligent. Though they can still be TURNED or commanded by enemy clerics.

    Animate Dead... (level 3)
    Creates skeletons and zombies from the remains of creatures. (create undead makes mummies, ghouls, ghasts, vampires etc)


    3) Speaking of turning for clerics, letting neutral clerics via enhancements shift their focus to negative energy rather than positive and affect the way they effect undead. When a negative energy cleric turns undead they are stunned in awe rather than being turned and running, and when they would be destroyed they're commanded (like the level 2 wizard spell) they'll still turn on you after a certain amount of time.
    This is effectively a DOMINATE effect for clerics, so they'd need the new DISPEL CHARM ability sorcs, bards and wizards get.
    You could also change their default healing spells to inflicts via this enhancement. Good aligned clerics wouldnt have this option, but lawful neutral , neutral or chaotic neutrals could choose it.
    Last edited by pumbilly; 05-18-2009 at 08:12 AM.

  2. #2
    Community Member Shade's Avatar
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    Yea hopefully there will be more items for true neutral in mod9.

    Perhaps superior stability stuff, +6 resistance/deflect AC. Neutral only.

    Or some more items like the littany of the dead, that have taint that make them unattractive to good aligned characters.

    Re:Turning..

    Don't know much about how it works.. But I swear I saw a cleric rebuke some undead a few times.. Rather then being destroyed, or fleeing in terror.. They fell silent like being stunned, and were auto crit (well auto flame burst in my case as there immune to crits)

    Not sure if that was taking out of the game or how it works.

  3. #3
    Community Member Damionic's Avatar
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    Welcome to DDO

    The role playing game without role play.

    You must only have one way of completing talks for quests to get rewards (in NWN you can use charisma skills for better gear..or more gold).

    Your Alignment has no effect on the game at all..save for a few token weapons.

    Just pay your subs and join the queue.
    I'm here because your not WISHING HARD ENOUGH!!

  4. #4
    Community Member Shade's Avatar
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    Quote Originally Posted by Damionic View Post
    Your Alignment has no effect on the game at all..save for a few token weapons.
    Some what innaccurate. While the game offers little alignment based things, it certainly has its share.

    Good aligned characters take more damage. As many monsters use unholy/burst weapons.. Which neutral characters are immune to.

    There are also items that give good chars negative levels, like prepatch unholy weapons, demon queen raidloot, and some abbot raidloot as mentioned above.

    Alignment also has effect on dialog options in certain quests.. Such as prison of the plains, one room can only be done by lawful characters.

  5. #5
    Community Member Vanda's Avatar
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    There is a paladin variant that basically is what you are looking for. They must be true neutral if I remember correctly and instead of smite evil, they smite extremist. So if you have neutral in any part of your alignment, you are impacted. Those on the ends of the alignment spectrum, LE, CE, CG and LG, can be struck by this attack.

    A weapon that was crafted as such would be pretty neat. I could easily do something like balancing/achromatic/passionless damage instead of holy/unholy. I think it should not be elemental based if it is to replace the other alignment damage.

    I think neutral clerics already have it fine. They can cast both law/chaos spells as well as evil/good ones (not that we have many evil ones in DDO).
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  6. #6
    Founder Delacroix21's Avatar
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    I suggested making stability stack, which seems fine considering there is only 1 greater stability item in the game anyway (and a true neutral character wouldnt be overpowered vs a 2paladin or monk splash). That way good= damage boost, neutral= defensive boost.

  7. #7
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    In beta, I think turning did rebuke them (stun them in awe) before making them flee was added.

  8. #8

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    Hopefully mod 9 will bring back the usefulness of being good aligned also.

    Like a pure good item that is above the shroud gear.
    As well as something lawful.

    Back when retribution was good, lawful and good ment something. Since shroud weapons have bypassed all the alignment needs on weapons pretty much 99% of alignment reasons have gone out the door.
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  9. #9
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    Quote Originally Posted by pumbilly View Post
    These suggestions are mostly for neutral clerics but having some weapon prefixes made for neutrals would be nice too.
    Hammer of the Pendulum:
    Deals 1d6 sonic damage to Evil or Good creatures.


    1) Other options for summon monster, as was said in another thread having an evil and good choice for each level of summon monster and possibly a lawful and chaotic option would be a great increase to the variety.


    2)
    We have create undead.. but theres a lower level one that's possibly more useful and the undead it makes arent going to turn on you because they're unintelligent. Though they can still be TURNED or commanded by enemy clerics.

    Animate Dead... (level 3)
    Creates skeletons and zombies from the remains of creatures. (create undead makes mummies, ghouls, ghasts, vampires etc)


    3) Speaking of turning for clerics, letting neutral clerics via enhancements shift their focus to negative energy rather than positive and affect the way they effect undead. When a negative energy cleric turns undead they are stunned in awe rather than being turned and running, and when they would be destroyed they're commanded (like the level 2 wizard spell) they'll still turn on you after a certain amount of time.
    This is effectively a DOMINATE effect for clerics, so they'd need the new DISPEL CHARM ability sorcs, bards and wizards get.
    You could also change their default healing spells to inflicts via this enhancement. Good aligned clerics wouldnt have this option, but lawful neutral , neutral or chaotic neutrals could choose it.
    i agree and really want animate dead...

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