Author Topic: New class abilities  (Read 512 times)

John

  • Posts: 4065
New class abilities
« on: July 04, 2018, 11:33:55 PM »
What does the scout ability "may make a campsite" mean? Is it code for wilderness quit? Can you turn a room into a quit room? Or is it just the mundane make a campfire ability which is now restricted to certain classes?
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mansa

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Re: New class abilities
« Reply #1 on: July 05, 2018, 12:13:56 AM »
Wasn't that the echo when a ranger used to quit?
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John

  • Posts: 4065
Re: New class abilities
« Reply #2 on: July 05, 2018, 01:46:00 AM »
That's what makes me think it's just code for ranger quit. Just wanted to double check (I thought at one point the plan was for it to go the way of the dodo. Plans do change of course).
Quote from: RogueGunslinger
On Zalanthas most sweat would evaporate instantly and cool you easier, because there is no humidity. The extra air-flow of a kilt would also keep things dry.

Molten Heart

  • Posts: 1956
Re: New class abilities
« Reply #3 on: July 05, 2018, 02:19:21 AM »
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« Last Edit: August 05, 2018, 03:23:32 AM by Molten Heart »

Re: New class abilities
« Reply #4 on: July 05, 2018, 02:23:53 AM »
Attempting to quit in the city with no wilderness-quit flag: "You are not in a safe room."

Attempting to quit in the city with a wilderness-quit flag: "But it's too noisy and crowded to make camp here!"

Thereby, I imagine that 'preparing a campsite' is just code for wilderness quit.
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Cind

  • Posts: 1631
Re: New class abilities
« Reply #5 on: July 05, 2018, 03:20:04 AM »
I am thoughtfully considering which guild would be best for my next witch (codewise, I mean.) I suppose that depends on what witch I'm going to be. Maybe I'll make a diagram or something.
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Brokkr

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Re: New class abilities
« Reply #6 on: July 15, 2018, 06:11:30 PM »
It is wilderness quit.