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This is a COMPLETE list of paladin powers and what they do. As said by Cory Cole.
Hi! Here's a section of the QG5 design spec covering Paladin spells. I'm in "crunch" on the project, so don't have time to edit this down to make it more readable.
Have fun!
Corey Cole
Because Paladins start out with a minimum honor of 375, they begin with the following abilities:
Flaming Sword
Heal
Sense Danger
Honor Shield
Magic Ward
Destroy Undead
We are adding the following spells:
Peace
Holy Strength
Awe
Sense Aura
Paladin Abilities:
"Flaming Sword" - Blue Flames surround the Sword when Ego has the
Paladin Sword in Combat (Automatic). This is a separate animation on the sword. This spell adds to the Paladin's attack by Honor Points / 5 and to damage by Honor Points / 10.
"Healing" - This Spell is on the Magic Menu (Casted). When Invoked, it creates a cursor so it can be cast upon self or other characters. Spell will do Stamina / 5 points of Healing. Subtract Stamina Points, and add Healing Points. Spell will not work when stamina is below 10 Points -
"Sense Danger" - This spell gives the Paladin advanced warning if danger is present (Automatic). This will be handled by the message - In the event of a random Monster Encounter, the
Sense Danger message will be displayed two seconds before the monster enters the screen, allowing Ego time to prepare himself. If player is on the map at the time, first display the message over the map, then change to the room. There are also specific events where this message will come up, and they will have their own specific messages tied to the location and event.
"Honor Shield" - This spell adds to the Paladin's Defense (Casted). It is selected from the Magic Icons and it Subtracts Stamina Points. Ego's Defense increases by Honor Points/5. Stamina cost is equal to the amount of defense Ego gains from this - Honor/10 points. This spell will not work when casting cost exceeds current Stamina -
"Magic Ward" Deflects spells being cast at Ego, and Ego takes no damage from them. Same code as the Magic User spell "Reflection", but subtracts Stamina Points (Casted). Spell will not work when stamina is below 10 Points -
"Destroy Undead" - It only affects "Undead" Monsters (Casted). When Player clicks upon the Spell Icon in combat, it will do 20 points of damage at a cost of 10 Stamina Points. If Player holds down on the Icon, it will convert Stamina Points directly to damage (2 damage points for each Stamina point, possibly in 10 point increments so player can see something happening). Player will see his Stamina bar steadily going down as he holds down the mouse button; when he releases it, the spell goes off at the set power level. Spell will not work to take the Paladin below 10 Stamina points.
"Peace" -- (Casted) This spell acts like the Magic User's spell "Calm" in that when the Paladin casts this spell, a monster or monsters will not attack unless attacked. Cost is 20 Stamina points.
"Sense Aura" -- (Casted) This spell is similar to the "Sense Danger" spell in that it only displays a message editor file. When the spell is clicked on a character, it will describe the feelings a Paladin senses about this person. Cost is 10 Stamina Points.
"Holy Strength" -- (Casted) This spell increases the Paladin's Strength temporarily by Current Stamina/10 and costs as much to cast. It should last about a minute in game time. When the spell time elapses, display
"Awe" -- (Casted) This will cause a monster to run away. If the
monster cannot run, then he will act as if a Peace Spell had been cast, and we display,
And thats all he wrote. If any body has any further questions
please e-mail me and if I don't know the answer all ask the Coles. Thats all for now.
My Idea that might be in QFG5!!!
i got a letter from lori saying that she will try to put my idea
in the game!!! my idea was called the paladin shield. What it does is grow in strength with the paladin's honor...
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