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 Post subject: Duelist Guild
PostPosted: Thu Jun 09, 2016 6:42 am 
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Joined: Wed Jun 03, 2015 4:49 pm
Posts: 229
So I was reading the help file on duels...
Quote:
The challenge may not be offered or accepted if there are any
spells cast upon those involved by anyone else, though mages may certainly
protect themselves. Once the duel is begun, any outside interference will
cause it to end.

That being said, does this pertain to spells cast by items that are worn? I understand clearly that no vials/wands/staves/scrolls can be used, or spells from another player.


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 Post subject: Re: Duelist Guild
PostPosted: Thu Jun 09, 2016 7:03 am 
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Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
I think you can't be buffed at all before dueling. I don't like that aspect.
But after the fight starts, I'd think that you could brandish your own buff staves. Idk tho. Test it.


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 Post subject: Re: Duelist Guild
PostPosted: Thu Jun 09, 2016 9:14 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Spells from scripted items will prevent you from dueling with the duelists guild.

Held spells cast by yourself will not.


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 Post subject: Re: Duelist Guild
PostPosted: Thu Jun 09, 2016 4:18 pm 
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Joined: Wed Jun 03, 2015 4:49 pm
Posts: 229
Well that sucks. That means that if someone completes the dragon quest for the armor, they can't utilize their magical vestments during a duel. Seriously messed up. I'd like to file a formal sprite complaint. In other words, *whine whine whine whine whine whine whine* :P


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 Post subject: Re: Duelist Guild
PostPosted: Fri Jun 10, 2016 5:41 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Duelists guild is just mehhhhhhhhhhhhhhh


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 Post subject: Re: Duelist Guild
PostPosted: Fri Jun 10, 2016 6:39 am 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
As a player I personally almost never used the Duellist guild, because it was so restrictive in regard to movement, buffs, tactics, etc. Those restrictions prevent it from being a good testing ground for PK-practice.

Personally, I would love to see the conditions of the duelist guild be expanded to allow for groups and area-based combat and expanded open-ness to buffs. That's something I would've loved as a player, but I don't know if any current playerbase would be interested in that, or if you'd ever use it.


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 Post subject: Re: Duelist Guild
PostPosted: Fri Jun 10, 2016 7:10 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I prefer the idea of eschewing the duelist's guild entirely because it's just so inconvenient and unnecessary.


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 Post subject: Re: Duelist Guild
PostPosted: Fri Jun 10, 2016 7:13 pm 
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Joined: Wed Jun 03, 2015 4:49 pm
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It's probably one of the easier ways to actually get someone to fight you one on one, if they think they stand any kind of chance. Outside of that, you have to run into their hometown, fight a bazillion guards and then HOPE they come out to play.


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 Post subject: Re: Duelist Guild
PostPosted: Fri Jun 10, 2016 8:28 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
My point being that a duel through the duelist's guild holds all the same penalties as not (You can still get ganked and lose your crap if the other person is dishonest) except that you also can't use buffs.


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 Post subject: Re: Duelist Guild
PostPosted: Sat Aug 06, 2016 3:00 am 
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Joined: Wed May 02, 2012 4:58 am
Posts: 700
Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
Dabi wrote:
As a player I personally almost never used the Duellist guild, because it was so restrictive in regard to movement, buffs, tactics, etc. Those restrictions prevent it from being a good testing ground for PK-practice.

Personally, I would love to see the conditions of the duelist guild be expanded to allow for groups and area-based combat and expanded open-ness to buffs. That's something I would've loved as a player, but I don't know if any current playerbase would be interested in that, or if you'd ever use it.


Would it be considered to have some options in the duelist system where you could toggle the ability to use those extra magical items on/off, so if players wanted to play at that level, they could?


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