Pets & their skills
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- Xcolibri
- Champion of the Light
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Pets & their skills
Okay, I made a new topic for that, this issue is big enough.
Some revision about equipment: Better have their lvl cap at 5 instead of 10 (not their level req, but their level of skill like I explained in the main thread). By lowering it to 5, it is less pain to switch to a better pet item, which is not leveled yet. Also five levels are enough since you can do so with all slots.
All pet items start at level 0.
All pet items spawn with +skill(s), %chance to cast xyz on struck/attack/hit.
I haven't thought about the items' look or name, just about their abilities.
I use MS for Morph Skill to name the special skill one get as a quest reward each act.
The skills depend on equipment, so theoretically you can have the level 5 skills in act 1. However, the level 5 skills are aimed at the final morph form.
* Act 1-6-11 : Birds of Prey
Eagle - Condor - Phoenix
Slot 1: Head
- level 1: +1 to all pet skills
...
- level 5: +5 to all pet skills
Also, at each new level, a low + all attributes
Slot 2: Weapon
- level 1: increased attack speed
- level 2: adds ac
- level 3: greatly increased attack speed
- level 4: attack blinds enemies (pick out eyes)
- level 5: adds area of effect fire damage and fire under the enemy
Slot 3: Armour
- level 1: fast hit recovery
- level 2: aura: fast run
- level 3: fastest hit recovery / a ot regeneration
- level 4: resist all + 50 %
- level 5: aura: avoid, dodge
The level 5 aura replaces the level 2 aura except in town.
MS act 1: ignore targets defense
MS act 2: physical resist 20%
MS act 3: absorb 100% fire
____________________________
* Act 2-7-12 : Predator
Wolf - Lynx - Shadow Panther.
Slot 1: Head
- see above
Slot 2: Weapon
- add big ac bonus
- 100% open wounds & slightly more damage
- %critical hit
- life leech & more damage
- fury
Slot 3: Armour
- physical resist 10%
- vitality bonus
- strength bonus
- fastest hit recovery & total physical resist 25%
- howls when pet or character drop below 5% health
MS act 1: frenzy
MS act 2: rabies
MS act 3: absorb magic (not elemental!) 35%
____________________________
* Act 3-8-13 : Golems
Rock Golem -> Iron Golem -> Adamantite Golem.
Slot 1: Head
- see above
Slot 2: Weapon
(all its weapons are very slow)
- adds ac
- low %crushing blow
- knockback
- long stun
- 75 %crushing blow
Slot 3: Armour (acts as shield, can block)
- defense bonus
- vitality + regeneration
- physical resist 20%
- strength & defense bonus
- aura: defiance and low bonus vitality & strength
MS act 1: chance to block + 15%
MS act 2: thorns
MS act 3: earthquake
I'd say remove the fourth slot for making equal & fair equipment for all pets.
*enters hint mode* pet sets, uniques and runewords would be extraordinary cool!
I haven't really thought about the left two pets. I still would like one ranged attack pet, without having a proper idea
One ethereal pet is great, but the lizward -> dragon idea is fine, too.
So I better don't start with skill design when we don't know the pets yet...
Some revision about equipment: Better have their lvl cap at 5 instead of 10 (not their level req, but their level of skill like I explained in the main thread). By lowering it to 5, it is less pain to switch to a better pet item, which is not leveled yet. Also five levels are enough since you can do so with all slots.
All pet items start at level 0.
All pet items spawn with +skill(s), %chance to cast xyz on struck/attack/hit.
I haven't thought about the items' look or name, just about their abilities.
I use MS for Morph Skill to name the special skill one get as a quest reward each act.
The skills depend on equipment, so theoretically you can have the level 5 skills in act 1. However, the level 5 skills are aimed at the final morph form.
* Act 1-6-11 : Birds of Prey
Eagle - Condor - Phoenix
Slot 1: Head
- level 1: +1 to all pet skills
...
- level 5: +5 to all pet skills
Also, at each new level, a low + all attributes
Slot 2: Weapon
- level 1: increased attack speed
- level 2: adds ac
- level 3: greatly increased attack speed
- level 4: attack blinds enemies (pick out eyes)
- level 5: adds area of effect fire damage and fire under the enemy
Slot 3: Armour
- level 1: fast hit recovery
- level 2: aura: fast run
- level 3: fastest hit recovery / a ot regeneration
- level 4: resist all + 50 %
- level 5: aura: avoid, dodge
The level 5 aura replaces the level 2 aura except in town.
MS act 1: ignore targets defense
MS act 2: physical resist 20%
MS act 3: absorb 100% fire
____________________________
* Act 2-7-12 : Predator
Wolf - Lynx - Shadow Panther.
Slot 1: Head
- see above
Slot 2: Weapon
- add big ac bonus
- 100% open wounds & slightly more damage
- %critical hit
- life leech & more damage
- fury
Slot 3: Armour
- physical resist 10%
- vitality bonus
- strength bonus
- fastest hit recovery & total physical resist 25%
- howls when pet or character drop below 5% health
MS act 1: frenzy
MS act 2: rabies
MS act 3: absorb magic (not elemental!) 35%
____________________________
* Act 3-8-13 : Golems
Rock Golem -> Iron Golem -> Adamantite Golem.
Slot 1: Head
- see above
Slot 2: Weapon
(all its weapons are very slow)
- adds ac
- low %crushing blow
- knockback
- long stun
- 75 %crushing blow
Slot 3: Armour (acts as shield, can block)
- defense bonus
- vitality + regeneration
- physical resist 20%
- strength & defense bonus
- aura: defiance and low bonus vitality & strength
MS act 1: chance to block + 15%
MS act 2: thorns
MS act 3: earthquake
I'd say remove the fourth slot for making equal & fair equipment for all pets.
*enters hint mode* pet sets, uniques and runewords would be extraordinary cool!
I haven't really thought about the left two pets. I still would like one ranged attack pet, without having a proper idea
One ethereal pet is great, but the lizward -> dragon idea is fine, too.
So I better don't start with skill design when we don't know the pets yet...
Last edited by Xcolibri on Wed Jan 29, 2003 5:56 pm, edited 1 time in total.
Re: Pets & their skills
check your PM
I'm just a bit reluctant to use ITD so soon ...
but well why not ?
(not that ITD only appears on lvl50+ players unik)
And I suppose that the [Amazon only] will end in [Pets Only]
All this items having 1/1 dur and are unrepairable.
We can go with
* Lizard - Wyvern - Dragon
* Spider races but how to find THREE differents spidr names ...
* Faeries like ? with magic missile ?
* Ghost like ? with spectral hit ?
Nice ideaXcolibri";p="62129" wrote:Okay, I made a new topic for that, this issue is big enough.
Ok seems correct but what is the max level for a pet ? 5 ?Xcolibri";p="62129" wrote: Some revision about equipment: Better have their lvl cap at 5 instead of 10 (not their level req, but their level of skill like I explained in the main thread). By lowering it to 5, it is less pain to switch to a better pet item, which is not leveled yet. Also five levels are enough since you can do so with all slots.
All pet items start at level 0.
All pet items spawn with +skill(s), %chance to cast xyz on struck/attack/hit.
I haven't thought about the items' look or name, just about their abilities.
I use MS for Morph Skill to name the special skill one get as a quest reward each act.
OK seems good IMHOXcolibri";p="62129" wrote: The skills depend on equipment, so theoretically you can have the level 5 skills in act 1. However, the level 5 skills are aimed at the final morph form.
very niceXcolibri";p="62129" wrote: * Act 1-6-11 : Birds of Prey
Eagle - Condor - Phoenix
Slot 1: Head
- level 1: +1 to all pet skills
...
- level 5: +5 to all pet skills
Also, at each new level, a low + all attributes
Slot 2: Weapon
- level 1: increased attack speed
- level 2: adds ac
- level 3: greatly increased attack speed
- level 4: attack blinds enemies (pick out eyes)
- level 5: adds area of effect fire damage and fire under the enemy
Slot 3: Armour
- level 1: fast hit recovery
- level 2: aura: fast run
- level 3: fastest hit recovery / a ot regeneration
- level 4: resist all + 50 %
- level 5: aura: avoid, dodge
The level 5 aura replaces the level 2 aura except in town.
MS act 1: ignore targets defense
MS act 2: physical resist 20%
MS act 3: absorb 100% fire
I'm just a bit reluctant to use ITD so soon ...
but well why not ?
(not that ITD only appears on lvl50+ players unik)
Nice, nothing to add except that the Lynx may end up into a jaguar.Xcolibri";p="62129" wrote: * Act 2-7-12 : Predator
Wolf - Lynx - Shadow Panther.
Slot 1: Head
- see above
Slot 2: Weapon
- add big ac bonus
- 100% open wounds & slightly more damage
- %critical hit
- life leech & more damage
- fury
Slot 3: Armour
- physical resist 10%
- vitality bonus
- strength bonus
- fastest hit recovery & total physical resist 25%
- howls when pet or character drop below 5% health
MS act 1: frenzy
MS act 2: rabies
MS act 3: absorb magic (not elemental!) 35%
Ok also, but maybe with a change of names here or there (iron & adamtine seems to close in my mind)Xcolibri";p="62129" wrote: * Act 3-8-13 : Golems
Rock Golem -> Iron Golem -> Adamantite Golem.
Slot 1: Head
- see above
Slot 2: Weapon
(all its weapons are very slow)
- adds ac
- low %crushing blow
- knockback
- long stun
- 75 %crushing blow
Slot 3: Armour (acts as shield, can block)
- defense bonus
- vitality + regeneration
- physical resist 20%
- strength & defense bonus
- aura: defiance and low bonus vitality & strength
MS act 1: chance to block + 15%
MS act 2: thorns
MS act 3: earthquake
That's Ok and really easyXcolibri";p="62129" wrote: I'd say remove the fourth slot for making equal & fair equipment for all pets.
Obviously !!Xcolibri";p="62129" wrote: *enters hint mode* pet sets, uniques and runewords would be extraordinary cool!
And I suppose that the [Amazon only] will end in [Pets Only]
All this items having 1/1 dur and are unrepairable.
yes the ranged one is a must have.Xcolibri";p="62129" wrote: I haven't really thought about the left two pets. I still would like one ranged attack pet, without having a proper idea
One ethereal pet is great, but the lizward -> dragon idea is fine, too.
So I better don't start with skill design when we don't know the pets yet...
We can go with
* Lizard - Wyvern - Dragon
* Spider races but how to find THREE differents spidr names ...
* Faeries like ? with magic missile ?
* Ghost like ? with spectral hit ?
"How much suffering, mortal, does it take before you lose your grace?"
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Re: Pets & their skills
hmmm did the Morph Skills only happens at Difficulty changes ??
So MS1 at normal
MS2 at nightmare
MS3 on Hell ???
So MS1 at normal
MS2 at nightmare
MS3 on Hell ???
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- Mathiu Silverburg
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Re: Pets & their skills
I've got one question... is the blinding attack for pets possible? As far as I remember merc couldnt use things like blinding enemies...
- Mathiu silverburg
- Mathiu silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
Re: Pets & their skills
well, ... they're two possibilities:
- using the assassin skill that blind ...
- using a %chance to blind target item and it should work , I'll test it
- using the assassin skill that blind ...
- using a %chance to blind target item and it should work , I'll test it
"How much suffering, mortal, does it take before you lose your grace?"
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- Xcolibri
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Re: Pets & their skills
The Morph Skills, how I called them, are thought as quest rewards from the former Blood Raven Quest (or any other...). Basically, you will get one MS-item, cube it with a pet item, and the skill will be granted to the pet. The downside is, that you can only do this once, by switching items you loose that MS. Since there are three difficulties -> three quest which give the item -> three skills.hmmm did the Morph Skills only happens at Difficulty changes ??
No, this should be like in D2:LoD, the pet can achieve the character's level -> 100.what is the max level for a pet ? 5 ?
The bird pet won't do much damage, so it's fair that it at least hit frequently.I'm just a bit reluctant to use ITD so soon ...
I have nothing at all against name or even golem changes, I think you suggested the name yourself, did you?Ok also, but maybe with a change of names here or there (iron & adamtine seems to close in my mind)
For the choice of the pets: Not only the graphic is important, also the idea behind the pet matters (aka it's skills, how it behave,...). Let me show you:
Eagle: Low life but quick. Low physical damage, later moderate fire damage with are of effect. It's still a support pet and not a damage dealer. Granting the avoid and / or dodge aura gives a serious boost to the character's defense. Also blinding the enemies is a good support as well.
Wolf: Moderate life, rather quick. Very good physical damage, but almost no supporting skills for the character like auras.
Golem: High life, high defense, slowest pet. Moderate damage but with crushing blow, so potential great damage. Very slow attack speed in return. The golem is not an offensive pet, it's a tank. Great for mages & range attacked characters.
What misses now?
Range attacker:Moderate life, quick. Moderate damage (physical or elemental), maybe spells. Area of effect attack preferred. One aura, too.
Magic user :I don't even talk of spells only. The ranged attacker will use spells, too. I'm talking of curses. So:
Low - moderate life, very quick. Maybe in ethereal form. Curses and some spells only, no physical damage. Area of effect & aura are nice here, too. Maybe healing.
Also, we have 30:5 = 6 skill slots for each pet.
Now we've used 4 (eagle) + 4 (wolf) + 4 (golem) = 12, 18 remain for the last 2 pet. If we take a spellcaster, it could easily use 10 skills. (Like 4 attack skills, 2 defensive, 1 aura, 3 MS). 8 for a ranged attacker is too much.
So I re-thought about our first three pet's skills and will edit them later.
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Re: Pets & their skills
I don't know about assassin blinding skill but as far as I know blinding from items doesn't work on mercs...
- Mathiu Silverburg
- Mathiu Silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
Re: Pets & their skills
Well, I'll test that !
If the Blind target mod doesn't work, i'll go into some dll editing I think
If the Blind target mod doesn't work, i'll go into some dll editing I think
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Re: Pets & their skills
If I'm not mistaken other "sepcial add-ons" like crushing blow, open wounds etx... also have no effect if it's the merc who is using them..
- Mathiu Silverburg
- Mathiu Silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
Re: Pets & their skills
strange .. I once give to my merc a %crushing blow item and it seems it does more dmg ...
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Re: Pets & their skills
My merc has also crushing blow... it's true he had only 60% for it, but... seems I must have had bad luck...
- Mathiu Silverburg
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"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
- Xcolibri
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Re: Pets & their skills
Okay, I looked again at the pet skills and made some adjustments:
* Act 1-6-11 : Birds of Prey
Eagle - Condor - Phoenix
Slot 2: Weapon
- level 1: adds ac
- level 2: ignores target's defense
- level 3: greatly increased attack speed
- level 4: attack blinds enemies (pick out eyes)
- level 5: adds area of effect fire damage and fire under the enemy
Slot 3: Armour
- level 1: dexterity bonus
- level 2: aura: fast run / fast hit recovery *
- level 3: resist all + 50 %
- level 4: redemption (former Paladin skill, now castable)
- level 5: aura: avoid and +3 to fire skills
MS skills like before
* skills like in the main thread: Way of the Swallow
Now the eagle pet is improved and good. I felt like it improving it, since it has low life, is neither good in melee nor in range (damage-wise). The improved aura and redemption (the only healing skill so far for pets, nice for the phoenix holy power; great for corpse removal) now make up for it, I think.
__________________________
* Act 3-8-13 : Golems
Rock Golem -> Iron Golem -> Adamantite Golem.
Slot 2: Weapon
(all its weapons are very slow)
- damage bonus
- knockback
- long stun
- 50 %crushing blow
- battle cry (the one which decreases enemies' defense and damage)
Slot 3: Armour (acts as shield, can block)
- defense bonus
- resist all 15%
- physical resist 25%
- vitality & regeneration bonus
- aura: defiance and low strength bonus
MS skills remain, too.
I added the battle cry and changed some other stuff. Important is that the golem tank can only attack one enemy at a time and do so very slowly. In exchange he has good life and defense to hold itself against foes. Also great for aura sharing.
_____________________
The wolf pet was okay how it was, I think.
For the blinding issue. Assuming that blinding on attack doesn't work: You could let the eagle cast a spell with blinding effect, I think. Cursing for mercs does work. Maybe it would be even better, because blinding is more effective if the bird is not next to the enemy, otherwise the enemy would just attack the eagle anyway.
So taking the curse from the necromancer or that skill from the assassin should be okay. If you take the latter, be aware that the general 'light-down' effect is disliked in multiplayer.
* Act 1-6-11 : Birds of Prey
Eagle - Condor - Phoenix
Slot 2: Weapon
- level 1: adds ac
- level 2: ignores target's defense
- level 3: greatly increased attack speed
- level 4: attack blinds enemies (pick out eyes)
- level 5: adds area of effect fire damage and fire under the enemy
Slot 3: Armour
- level 1: dexterity bonus
- level 2: aura: fast run / fast hit recovery *
- level 3: resist all + 50 %
- level 4: redemption (former Paladin skill, now castable)
- level 5: aura: avoid and +3 to fire skills
MS skills like before
* skills like in the main thread: Way of the Swallow
Now the eagle pet is improved and good. I felt like it improving it, since it has low life, is neither good in melee nor in range (damage-wise). The improved aura and redemption (the only healing skill so far for pets, nice for the phoenix holy power; great for corpse removal) now make up for it, I think.
__________________________
* Act 3-8-13 : Golems
Rock Golem -> Iron Golem -> Adamantite Golem.
Slot 2: Weapon
(all its weapons are very slow)
- damage bonus
- knockback
- long stun
- 50 %crushing blow
- battle cry (the one which decreases enemies' defense and damage)
Slot 3: Armour (acts as shield, can block)
- defense bonus
- resist all 15%
- physical resist 25%
- vitality & regeneration bonus
- aura: defiance and low strength bonus
MS skills remain, too.
I added the battle cry and changed some other stuff. Important is that the golem tank can only attack one enemy at a time and do so very slowly. In exchange he has good life and defense to hold itself against foes. Also great for aura sharing.
_____________________
The wolf pet was okay how it was, I think.
For the blinding issue. Assuming that blinding on attack doesn't work: You could let the eagle cast a spell with blinding effect, I think. Cursing for mercs does work. Maybe it would be even better, because blinding is more effective if the bird is not next to the enemy, otherwise the enemy would just attack the eagle anyway.
So taking the curse from the necromancer or that skill from the assassin should be okay. If you take the latter, be aware that the general 'light-down' effect is disliked in multiplayer.
Re: Pets & their skills
just an idea, cause it would look really cool, if the bird minion was able to summon ravens like the druid spell, so you had a little flock of critters flying around taking people out for you
you could probably have it set up so that the spirits are ranged attackers and the elementals are magi, depends on the animation you have for them
you could have the golems go rock/iron/dimond or cryrstal, not sure what you would use as an animation for it though
you could probably have it set up so that the spirits are ranged attackers and the elementals are magi, depends on the animation you have for them
you could have the golems go rock/iron/dimond or cryrstal, not sure what you would use as an animation for it though
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Re: Pets & their skills
Crystal golems... in IWD2 there were ice golems and they looked pretty well.
- Mathiu Silverburg
- Mathiu Silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
Re: Pets & their skills
Just checked : ITD, blind and other stuff works on Mercs, there is no counter effect ...
Now justa question that I think I already know the answer : could a merc use spell charge from items ?
Now justa question that I think I already know the answer : could a merc use spell charge from items ?
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Re: Pets & their skills
I'm not a modder, so I don't know what the rules about mercs are...
but if I had to answer that, I'd say no, but this could be a tricky question...
never thought about it before
- Mathiu Silverburg
but if I had to answer that, I'd say no, but this could be a tricky question...
never thought about it before
- Mathiu Silverburg
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Re: Pets & their skills
I'm afraid the answer is no, although I don't know it for 100%. Guess, that it would need an AI change to let them use the charges. Tricky...
Re: Pets & their skills
Too bad
ok, tomorrow I'll show you the gfx I chosen for the various pets and some that may fit for the 2 remaining slots.
ok, tomorrow I'll show you the gfx I chosen for the various pets and some that may fit for the 2 remaining slots.
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Re: Pets & their skills
Post removed cause gfx links was defunct
Last edited by Joel on Wed Mar 31, 2004 9:21 am, edited 3 times in total.
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Re: Pets & their skills
Everything is all right, but... please could you change this giant chicken into sth else? graphics from homm4 is cool, but it makes me laugh everytime I look at the phoenix... I know that phoenix doesn't exist often, but maybe you'd find sth else... I'm sorry but I cant stand it...
- Mathiu Silverburg
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Re: Pets & their skills
well ... after a few seconds .. it's true it look like chicken
well, it's just a proposition
well, it's just a proposition
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Re: Pets & their skills
I'm gonna have to agree with that fried chicken statement it just doesn't look quite right, the griphon looks good, I like the smaller size
The preditors all look good, specialy the tiger
the golems look pretty cool, the iron golem is huge, if you can use the adamantium golem from BG2 it looks much different and can probably be as large or larger, plus it looks really cool
are the griphon and the phoenix going to be flying or walking around? or both like the vultures in act 2?
The preditors all look good, specialy the tiger
the golems look pretty cool, the iron golem is huge, if you can use the adamantium golem from BG2 it looks much different and can probably be as large or larger, plus it looks really cool
are the griphon and the phoenix going to be flying or walking around? or both like the vultures in act 2?
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Re: Pets & their skills
My pesonally favorite one is rock golem
- Mathiu Silverburg
- Mathiu Silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"
Re: Pets & their skills
well well, maybe it's the frame and the angle ?Aedeon";p="64755" wrote:I'm gonna have to agree with that fried chicken statement it just doesn't look quite right, the griphon looks good, I like the smaller size
For the griffin, it seems ppl like the small one so, go for the small one !
isn't it It's for HooM4Aedeon";p="64755" wrote:The preditors all look good, specialy the tiger
That what i tought. It's about the same size ...Aedeon";p="64755" wrote:the golems look pretty cool, the iron golem is huge, if you can use the adamantium golem from BG2 it looks much different and can probably be as large or larger, plus it looks really cool
They'll fly a bit when walking and land for attacking & neutral.Aedeon";p="64755" wrote:are the griphon and the phoenix going to be flying or walking around? or both like the vultures in act 2?
I'll try to find some fx for the spirit/lizard pets for tomorrow ...
comemtns & ideas are still welcome !
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Re: Pets & their skills
What a pity that ragnarok online is paid now - it could be a nice source for few monsters ( especially few funny ones )
- Mathiu Silverburg
- Mathiu Silverburg
"Ashes to ashes, dust to dust. Lets take him down and burn his ass"