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Re: Disease spells

Magnus Kronhamn wrote:

> > > Possibly.  Maybe squares that block view should stop the targeting
> > > beam?  That would make it kinda dangerous to pull that stunt in the
> > > dragonhangar.  You'd at least have to quaff a couple immunities first.
> > >  But the key danger of disease spells is backfire infection... and
> > > perhaps, cure disease should have a BOUND(5, 50 + (5 * (disease->level
> > > - caster->level)), 95)% chance of success instead?  Although, that
> > > would make high-level diseases almost too dangerous to use (my Ebola
> > > can spread from 5+ spaces away!)
> >
> > the diseases should never go through walls or fences as they do nowadays. that
> > would help in getting rid of that easy exp in hangar & jessy zoo. this leaves
> > the devourers still too powerfull since they are immune to diseases (undead).
> > all undead monsters should also be made immune for diseases. think about a
> > demonlord dying in a ebola? just how could a virus kill an monster who is
> > beyond the grave?
> >
> devourer casting diseases? devourer isnt atuned wounding ie he wont hand
> out disease spells. and the only race which seems undead, ie wraith,
> should perhaps be immune to diseases, which it isnt atm.
> undead monsters though are immune, demons arent undead, but could perhaps
> be discusable if they should be effected being 'otherworldly'...

not very tricky to convert to sorig just to learn the diseases then change to some
other cult... you don't loose the diseases when you once learn them.

changing cult you can also for example enchant weapons that have all the possible
attacktypes in the game... Even better to change at least one char to mostrai after
getting the diseases. a mostrais devoirers with fast 70 levels in praying can make
some cool +14 weapons...

I think that the monsters of the game should be updated since many of them seem to
have lost their capabilities with the development.

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