Project Differentiate Good from Evil. EQ: Already done. Good has hp. Evil has dr. This is good. Enchant Weapon: at lvl100 Good align: +10hr +50hp +50mn Neutral align: +20hr +10dr Evil align: +25dr +5svs Or something similar to that. You'll get it. I trust. Enhance Armour: at lvl100 Good align: -25ac +25hp Neutral align: -15ac -5svs Evil align: +10hr +5dr Could be overpowered, but then again.. gotta balance out breath staves. Bless: at lvl100 Good align: +12hr +60hp Neutral align: +12hr -12svs Evil align: +12hr +8dr That's kinda weighted towards Evil too, but it's all testable. Maybe I harbour a secret bias towards the darkside. Colour Spray: atlvl50 Good align: averages DISEMBOWEL, but can reduce DR and STR. Neutral align: averages *EVISCERATE* Evil align: averages ***>SLAUGHTER<***, but improves target's DR and STR. Seems pretty simple. Plenty of other skills and spells that can be changed like this. Right now there's not really much choice between good and evil. Good gives you better hp and breath wands exist. No contest. This would even up the aligns and could make a possible Ragnarok-style event much more interesting. A REALLY EXTREME thing to do would be to prevent people grouping with people who are opposite to their own alignment. That sucks though. Shut up Ele. Better idea would be to have characters power-up in some way when they're grouped with like-minded people. I'll think more on that. It'd be complicated to code, probably.. and my first draft ideas are always silly and unfeasible so I'll start on the second draft to save face. Clever, eh? --------------------------------------------------------- IN OTHER NEWS Hrm. What else? Oh yeah. Certain spells should be powered down when cast from a magic item.. (wands, scrolls, pills, potions, staves) Breath attacks and ultrablast should be at half damage from them. Spell-ups should be at half duration from them. I'll think of other examples. Don't touch healing items, though, they are quite necessary. Been grouping. Summoning mobs is a popular way of making exp for a group, as only the most puissant person has to use their mana. Puissant. Y'like? I could think of a few things that could make that interesting. Possibly could be progged to mobs invidid- ulally, but perhaps their could be mobs that hide stuff that they're holding when they see people walk in the room, so you get bonus stuff for killing them when you summon them. Actually, that's easy to do. I could do that without help on builders.. *laughs* On the flipside there could be mobs that attack when they're summoned so they're off-limits to that tactic. Could be mean, but I like the idea. Easily doable too, if I understand entry_progs right. Sniggle Keegan. THEN finally there could be a room_flag like 'binding' so when you summon a mob into there you automatically cast "charm" on it for no mana or extra waitstate, if you can. That'd make druid/bards a little better. eof:P