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Paladins and cure poison
https://shatteredkingdoms.org/forums/viewtopic.php?f=25&t=20523
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Author:  calcin [ Tue Aug 24, 2010 8:19 pm ]
Post subject:  Paladins and cure poison

With many undead able to poison an enemy why is it that a Paladin does not get cure poison?

Author:  meztiso [ Tue Aug 24, 2010 9:34 pm ]
Post subject: 

Because Paladins are not OP enough against necros.

Author:  calcin [ Tue Aug 24, 2010 9:49 pm ]
Post subject: 

It is less that I am concerned with the necromancers. it just seems odd that a paladin would not be ready to battle such a common ailment cast on them by an enemy undead. That should be a much more manageable situation for a Paladin to walk away from.

Author:  Sepka [ Tue Aug 24, 2010 10:02 pm ]
Post subject: 

Even if it isn't your intention, what Mez means is that it would disturb the "balance" already set by the skill/spellset of many classes.

There are herbs and other things in game that can cure poison, as well as lots of NPC priests (using the "heal" command). Usually, a paladin will be stout enough to outlive it, even if they can't find means to get rid of it, so it's more of an annoyance than anything.

Author:  grep [ Tue Aug 24, 2010 10:02 pm ]
Post subject: 

Removing maladies is one of the schticks given to a priest.

That being said, I don't understand why paladins don't get it, or detect hidden, either.

Author:  Trexor [ Wed Aug 25, 2010 1:54 pm ]
Post subject: 

or fletch, resurrection, enchant armor, enchant weapon etc...

You give something to a class that is already beefy and everyone would complain for something else ( actually if any class is given anything everyone asks for something else).

It falls under the same logic as why doesn't every class get the identification spell. Honestly I hate buying stuff like vials and pills and not know what it does. That also goes for armor and weapons.

Here is my logic
Bob enters the drug store
Bob looks at list
[1] Blue bottle $5
[2] Red bottle $10
[3] Green bottle $100

Bob buys the blue bottle
Bob looks at the blue bottle.

This bottle is filled with a blue liquid don't you wish you know what the hell the liquid was?

Bob asks the clerk what the bottle is.
The clerk shrugs and goes back to work

Bob quaffs the bottle
Spell failed
Bob begins to crysin a corner.

Giving every class the ident spell would not break anything and would solve lots of problems in the regards of knowing what you are buying. It would tell you what the thing is worth so you will now if thieves will take it.

Author:  grep [ Wed Aug 25, 2010 2:04 pm ]
Post subject: 

I agree.

But I'm fairly certain our coder doesn't.

Once again, it is a game problem that builders wind up solving through things like signs in shops and books on shelves.

Author:  Baldric [ Wed Aug 25, 2010 3:39 pm ]
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Paladins are not an especially strong class, and cure poison wouldn't exactly change that. It also does seem like something that would fit into their spellset.

Author:  meztiso [ Wed Aug 25, 2010 4:18 pm ]
Post subject: 

Paladins are strong against Necros, and this would help even if in a minor way.

Author:  Trexor [ Wed Aug 25, 2010 4:22 pm ]
Post subject: 

Sepka is right, there are herbs, pills, and vials you can buy to negate poison. If someone is really worried of poison, either do not attack things that can poison OR roll a Griffon.

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