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		<id>https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2343</id>
		<title>The Plot</title>
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		<updated>2011-08-01T00:13:57Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* SubClasses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters / Misc = &lt;br /&gt;
* make usable commands listed on character?&lt;br /&gt;
** possibly stupid&lt;br /&gt;
** would mean adding socials&lt;br /&gt;
** auto-add skill commands&lt;br /&gt;
** eliminates &amp;quot;do_not_hear&amp;quot; commands?&lt;br /&gt;
** cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?&lt;br /&gt;
* Do something with email address (optional)&lt;br /&gt;
** Send newbie guide, or some-such (word doc, or pdf or something)&lt;br /&gt;
* Move all the no* channel commands to a single command with toggles (setcom on one mud)&lt;br /&gt;
* Autoauction system&lt;br /&gt;
* &amp;lt;s&amp;gt;Retain free stat knowledge on an identified item&amp;lt;/s&amp;gt; - DONE&lt;br /&gt;
* (re)implement MSP&lt;br /&gt;
* FreeTrade system&lt;br /&gt;
** Wizards stock shops w/scrolls&lt;br /&gt;
** Warehouses make wares &amp;amp; transport them to places&lt;br /&gt;
** Transports can be hijacked&lt;br /&gt;
** Other classes make potions, weapons, etc&lt;br /&gt;
** Crafting skills&lt;br /&gt;
*** Potion recipies&lt;br /&gt;
*** Armor construction&lt;br /&gt;
*** Clothing construction&lt;br /&gt;
*** Food (cooking)&lt;br /&gt;
*** Enchantments to improve items&lt;br /&gt;
** Transport on boats&lt;br /&gt;
* People can carry people&lt;br /&gt;
* Items carry people (pokeballs!)&lt;br /&gt;
* Experience&lt;br /&gt;
** group bonus (based on group size?)&lt;br /&gt;
&lt;br /&gt;
* Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them&lt;br /&gt;
* Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something&lt;br /&gt;
* Jagang: back again to stimulating the market&lt;br /&gt;
* Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment&lt;br /&gt;
* Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - &amp;quot;Greater Fire Protection&amp;quot;, after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection&lt;br /&gt;
* Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur&#039;s potion - 10% more gold from monsters &lt;br /&gt;
* Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them &lt;br /&gt;
* Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item&lt;br /&gt;
* Jagang: make the players create items with their trade skills to level up on the trade&lt;br /&gt;
* Jagang: when they surpass a point , the lower level items will no longer level them&lt;br /&gt;
* Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up&lt;br /&gt;
* Jagang: it almost &amp;quot;forcibly&amp;quot; stimulates the market&lt;br /&gt;
&lt;br /&gt;
* Jagang: have it so the people can make their character a &amp;quot;free-play&amp;quot; character , where they play the mud like normal, or have a story mode option, where the player could follow a story line, &lt;br /&gt;
* Jagang: like starting life on a farm , with a family , losing the family devestatingly etc&lt;br /&gt;
* Jagang: maybe have a &amp;quot;plane&amp;quot; dedicated to it&lt;br /&gt;
* Jagang: On this plane , you start off where everyone else does , in the same &amp;quot;story&amp;quot; , but you can take it in whichever direction you want&lt;br /&gt;
* Jagang: I know that&#039;s kinda out there, but I think with some thought it could turn into something really interesting&lt;br /&gt;
* Jagang: yeah , it adds the &amp;quot;choice&amp;quot; for an rp element &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newbie Guide ==&lt;br /&gt;
* scripted&lt;br /&gt;
&lt;br /&gt;
== Assemble ==&lt;br /&gt;
* method to specify parts w/combine, instead of naming finished product, player names parts to put together&lt;br /&gt;
* allows multiple recipies for same item&lt;br /&gt;
* (crafting)&lt;br /&gt;
* Flag on each recipe for what crafting skill(s) are associated with recipe&lt;br /&gt;
** Cooking, alchemy, etc&lt;br /&gt;
* move assembles to their own list, instead of attached to finished object&lt;br /&gt;
&lt;br /&gt;
= PK System =&lt;br /&gt;
* Designated PK areas&lt;br /&gt;
* Attackers flagged as killer&lt;br /&gt;
** timer based on amount of killing done&lt;br /&gt;
** does not count down in rent? (or multiplier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
* Wars: clan vs clan, clan vs npc, clan vs ???)&lt;br /&gt;
* PK Element&lt;br /&gt;
* Castle, contained somewhere in the world&lt;br /&gt;
* Conquest (points involved)&lt;br /&gt;
* Hometown benefits (???)&lt;br /&gt;
* Build a town&lt;br /&gt;
** allow others to inhabit&lt;br /&gt;
** allow guilds to open&lt;br /&gt;
** shops&lt;br /&gt;
** taxes from shops and stuff go to clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guilds = &lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
# Knight (Warrior)&lt;br /&gt;
# Priest (Cleric / Paladin)&lt;br /&gt;
# Chronomancer (All spell casters)&lt;br /&gt;
# Spellweaver equivalent (Priest)&lt;br /&gt;
# Crypt Lord (Necromancer)&lt;br /&gt;
# Wizard (Sorcerer / Necromancer / Anti-Paladin)&lt;br /&gt;
# Spellweaver (Wizard)&lt;br /&gt;
# Hell Knight (Anti-Paladin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Add to IMESS&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
Ideas:&lt;br /&gt;
*Naturally stronger against undead&lt;br /&gt;
*Natural bonus to saving throws&lt;br /&gt;
*Naturally Immune to Disease&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* Enhance THROW&lt;br /&gt;
&lt;br /&gt;
=== Psionicist ===&lt;br /&gt;
* Psionic Body: + HP bonus&lt;br /&gt;
* Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower&lt;br /&gt;
* Psychic tattoos&lt;br /&gt;
* Extend power (reduces psp cost) (remort)&lt;br /&gt;
* Persistent power: Suspent maint cosst on random or specified power, extent power required&lt;br /&gt;
* Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power&lt;br /&gt;
* Trigger power: granted 1 per day, next spell no cast cost, or next X spells&lt;br /&gt;
* Verve: hp bonus&lt;br /&gt;
* Distract: hitroll penalty&lt;br /&gt;
* Apopsi: delete 1d4 memorized spells from target&lt;br /&gt;
* Body fuel: convert hp to psp&#039;s, or maybe stats (str con dex), only living can do it if in own body&lt;br /&gt;
* Ghost attack: Never misses a ghost in combat (perfect hitroll)&lt;br /&gt;
* Over power: stronger damage at hp sacrifice&lt;br /&gt;
* Talented: reduces personal cost of powerpower - Overpower required&lt;br /&gt;
* Astral plane spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Necro ===&lt;br /&gt;
* &amp;lt;s&amp;gt;rot spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;vamp spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Poly into objects&lt;br /&gt;
** Can&#039;t move&lt;br /&gt;
** Can&#039;t talk?&lt;br /&gt;
** Can be picked up&lt;br /&gt;
** Can send tells (telepathic?)&lt;br /&gt;
** Can&#039;t return unless on the ground&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Desperate Strike - less then x% hp, deal factor of damage&lt;br /&gt;
* Flashing blades - 50% chance of blocking attack&lt;br /&gt;
* balanced stance - prevents critical hits&lt;br /&gt;
* Thrill of victory - damage based on victim health vs char health&lt;br /&gt;
* deadly riposte - block attack and follow up with one attack&lt;br /&gt;
* disciplined stance - +ac, increasing chance to block attacks&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== SubClasses == &lt;br /&gt;
* Some require specific classes, or other sub-classes&lt;br /&gt;
* Some clash, so you cannot be a specific class or sub-class if you want to be this one&lt;br /&gt;
* Leave guild, lose all benefits&lt;br /&gt;
* Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class&lt;br /&gt;
* portion of exp gained goes towards guild level&lt;br /&gt;
&lt;br /&gt;
* Unused spell&lt;br /&gt;
** ENHANCE POWER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== MindWarrior ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Crusader ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana Lord ===&lt;br /&gt;
Skills to draw mana from mana pools.&lt;br /&gt;
&lt;br /&gt;
Ability to craft items that will drain mana from a pool, stored for future use (receptacle-like).&lt;br /&gt;
&lt;br /&gt;
Turn some items into artifacts that increase mana pool of house.&lt;br /&gt;
&lt;br /&gt;
Items that allow caster to draw mana from house instead of zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Knight&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : Warrior&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - Doublestrike&lt;br /&gt;
    [ 1] - Maiden&#039;s Blessing&lt;br /&gt;
    [ 1] - Gallantry&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 1&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 2&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 3&lt;br /&gt;
    [ 1] - Dragon Slayer&lt;br /&gt;
    [ 1] - Arthur&#039;s Gift&lt;br /&gt;
    [ 1] - Chivalry&lt;br /&gt;
    [ 1] - Heroic Scream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Doublestrike&lt;br /&gt;
** Cost: Automatic&lt;br /&gt;
** Affect: If holding a weapon, the diceroll of that weapon is added to the damage done that attack.&lt;br /&gt;
** Max Learned is 30%&lt;br /&gt;
** Skill check required to add damage.&lt;br /&gt;
&lt;br /&gt;
* Maiden&#039;s Blessing&lt;br /&gt;
** Affect: +1 attack skill/spell&lt;br /&gt;
** Always on once practiced to 90%&lt;br /&gt;
&lt;br /&gt;
* Gallantry&lt;br /&gt;
** Affect: Increases maxhit by 10d10 and maxmove by 5d10&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 1&lt;br /&gt;
** Affect: (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 2&lt;br /&gt;
** Affect: (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 3&lt;br /&gt;
** Affect: (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Dragon Slayer&lt;br /&gt;
** Affect: Gives 10% + (level/10) fire resistance.&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Arthur&#039;s Gift&lt;br /&gt;
** Affect: +50 hp_regen, +15 move regen&lt;br /&gt;
** Duration: 12 hours&lt;br /&gt;
&lt;br /&gt;
* Chivalry&lt;br /&gt;
** Affect: Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25%, each other member of the group has their max hp increase by that amount.&lt;br /&gt;
** Duration: 24 hours&lt;br /&gt;
** Cost: 25 - 45 moves&lt;br /&gt;
&lt;br /&gt;
* Heroic Scream&lt;br /&gt;
** Affect: Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
&lt;br /&gt;
=== Spellweaver ===&lt;br /&gt;
&lt;br /&gt;
Creates &amp;quot;grant&amp;quot; scrolls&lt;br /&gt;
&lt;br /&gt;
* Masterful scroll casting&lt;br /&gt;
** Remort skill&lt;br /&gt;
** Not use scroll when cast&lt;br /&gt;
** Uses more mana from mana pool&lt;br /&gt;
** Bonus if you made that scroll?&lt;br /&gt;
&lt;br /&gt;
=== Chronomancer ===&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : N/A&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
    [30] - Time Fold (moved from Priest)&lt;br /&gt;
&lt;br /&gt;
* Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging, and move seemingly instantly thru space&lt;br /&gt;
&lt;br /&gt;
* Wrinkle  &lt;br /&gt;
** The minor aging spell will age its target, as well as dealing damage.&lt;br /&gt;
&lt;br /&gt;
* Geezer &lt;br /&gt;
** Major aging spell: The spell will cause the victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. &lt;br /&gt;
&lt;br /&gt;
* Stitch in Time&lt;br /&gt;
** Un-assemble an assembled item&lt;br /&gt;
** Un-damage a damaged item&lt;br /&gt;
** Unlock a door that was locked recently&lt;br /&gt;
&lt;br /&gt;
* Tempus Fugit &lt;br /&gt;
** Speed up time...&lt;br /&gt;
** On self or other people: gain an attack&lt;br /&gt;
&lt;br /&gt;
* Lethargy &lt;br /&gt;
** Slow down time... (opposite of tempus fugit)&lt;br /&gt;
** Reduce number of attacks&lt;br /&gt;
** Slows down disease... disease will do less damage   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* anachron age&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to age&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* anachron rejuvenate&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to get younger&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* accumulation&lt;br /&gt;
** decrease memorize and pray times&lt;br /&gt;
&lt;br /&gt;
* Delayed Aid: &lt;br /&gt;
** target foes only heal for 65% effectiveness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Flux:&lt;br /&gt;
&lt;br /&gt;
* Acceleration: For X seconds, all allies attack 20% faster&lt;br /&gt;
* Hindrance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell&lt;br /&gt;
* Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.&lt;br /&gt;
&lt;br /&gt;
* Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower&lt;br /&gt;
* Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower&lt;br /&gt;
* Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.&lt;br /&gt;
&lt;br /&gt;
Divination&lt;br /&gt;
&lt;br /&gt;
* Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.&lt;br /&gt;
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.&lt;br /&gt;
* Probability: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.&lt;br /&gt;
* Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.&lt;br /&gt;
&lt;br /&gt;
Anomaly:&lt;br /&gt;
&lt;br /&gt;
* Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.&lt;br /&gt;
* Downtime: Target foe is knocked down and loses 5....25 energy.&lt;br /&gt;
* Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.&lt;br /&gt;
* Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.&lt;br /&gt;
* Temporary Cometary: Temporal Ritual. For X seconds target foes cannot resurrect allies.&lt;br /&gt;
* I Can&#039;t Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Knight ===&lt;br /&gt;
&lt;br /&gt;
* transfers are spells you cast on yourself&lt;br /&gt;
* Transfers can only be one or two at a time&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** absorb damage&lt;br /&gt;
** absorb spells&lt;br /&gt;
** skill for each transfer&lt;br /&gt;
&lt;br /&gt;
* transfers to:&lt;br /&gt;
** stats (str, dex, etc)&lt;br /&gt;
** hp&lt;br /&gt;
** mana&lt;br /&gt;
** moves&lt;br /&gt;
** damroll&lt;br /&gt;
** hitroll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Spell Ideas:&lt;br /&gt;
*  Elation: Group effect-+2 strength, +2 Dex&lt;br /&gt;
*  Dolorous Motes: Creates a blinding haze of light that stuns mobs&lt;br /&gt;
*  Sustain: Elevates Hunger/thirst for set duration&lt;br /&gt;
*  Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon&lt;br /&gt;
*  Heaven&#039;s Trumpet: Blast of music paralyzes mob, unable to flee or melee.&lt;br /&gt;
&lt;br /&gt;
Race Specific Spell Ideas:&lt;br /&gt;
&lt;br /&gt;
* Dwarven Lore-it augments the existing  bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it ([[Race: Dwarf]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neat Name for a Spell-Faerinaal&#039;s Hymn&lt;br /&gt;
&lt;br /&gt;
=== Avenging Executioner ===&lt;br /&gt;
* warrior or thief only?&lt;br /&gt;
* no guild hall, use a lone NPC that grants this&lt;br /&gt;
* 15 dex to join, allows modified DEX to go to 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** bloody blade&lt;br /&gt;
** sudden strike&lt;br /&gt;
** sudden strike +1&lt;br /&gt;
** sudden strike +2&lt;br /&gt;
** rapid intimidation&lt;br /&gt;
** dread blade&lt;br /&gt;
** bloody murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Mage ===&lt;br /&gt;
* Blood magi are deceased spellcasters who gain an understanding of blood&#039;s importance when returned to life.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Must be a Ninja, if you want to remort to another class, you have to resign from guild first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Assassin&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Experience&lt;br /&gt;
  Per level Bonuses          : HP(4) &lt;br /&gt;
  Regen bonuses              : HP(15%) Move(10%)&lt;br /&gt;
  Required natural stats to join:&lt;br /&gt;
    dexterity: 15&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
&lt;br /&gt;
* burst of speed - attack / move increase&lt;br /&gt;
* cloak of shadows - sneak / hide&lt;br /&gt;
* poison blade - coat piercing weapon with poison&lt;br /&gt;
* tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks&lt;br /&gt;
* fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.&lt;br /&gt;
* claws of thunder - Charge Up Skill: Using her weapon&#039;s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* Maybe an advanced sneak skill, that would allow you to sneak past &amp;quot;guard&amp;quot; type mobs - low success rate - failure initiates battle...&lt;br /&gt;
&lt;br /&gt;
* Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required.  Higher skills, almost all sneaky bastards.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
*Iced Fire-causes any Ice, terrian etc, to burst into flame.&lt;br /&gt;
*Rogue&#039;s Stab-target gain&#039;s 1d6 sneak attack damage. [[(Class: Thief)]]&lt;br /&gt;
*Develin&#039;s Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.&lt;br /&gt;
*Parry-Deflect an opponent&#039;s weapon, possibility of making them drop it.&lt;br /&gt;
*Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.&lt;br /&gt;
&lt;br /&gt;
=== Archmage ===&lt;br /&gt;
* The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.&lt;br /&gt;
&lt;br /&gt;
=== Planar Champion ===&lt;br /&gt;
* Warrior-type class&lt;br /&gt;
* Plane slip: move between some planes almost at will&lt;br /&gt;
* Female?&lt;br /&gt;
* Some portal spells&lt;br /&gt;
* Close any portal&lt;br /&gt;
* R: 4 ranks of plane knowledge?&lt;br /&gt;
* R: Weapon specialization (maybe superb at X weapon skills)&lt;br /&gt;
* R: Visited two other planes (not home plane)&lt;br /&gt;
* Special spells / skills&lt;br /&gt;
* Granted detect invis&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
* These things depend on guild level&lt;br /&gt;
&lt;br /&gt;
=== Planeshifter ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Warper ===&lt;br /&gt;
* portal&lt;br /&gt;
* town portal&lt;br /&gt;
* one-way town portals&lt;br /&gt;
* two-way town portals&lt;br /&gt;
* portals to other planes&lt;br /&gt;
&lt;br /&gt;
=== Gatecrasher ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Divine Agent ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight (Phase 2) ===&lt;br /&gt;
&lt;br /&gt;
* Possible Future&lt;br /&gt;
** Receives a special &amp;quot;guild sword&amp;quot; upon joining; &lt;br /&gt;
** CON bonus (over 18?)&lt;br /&gt;
** guild sword upgrades as guild level increases&lt;br /&gt;
** xxx: reduce maxhit for +hitroll&lt;br /&gt;
** xxx: reduce maxhit for +damroll&lt;br /&gt;
** xxx: do more damage, draining your own hp&lt;br /&gt;
** Stat draining spells? (respect caps)&lt;br /&gt;
** Demonic flesh - sacrifice HP to increase max HP&lt;br /&gt;
** Life siphon - constant hp drain from victim to caster&lt;br /&gt;
** Agony - sacrifice 10% hp to do area damage&lt;br /&gt;
** Soul leech - for X seconds, whenever target attacks, hp is transferred to caster&lt;br /&gt;
** putrid explosion - blow up a corpse for area damage&lt;br /&gt;
** (maybe necro) soul feast - drain corpse for hp&lt;br /&gt;
** Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp&lt;br /&gt;
&lt;br /&gt;
* other possible skills&lt;br /&gt;
** Drain 	Absorbs HP.&lt;br /&gt;
** Demi 	Reduces enemy HP by 25%.&lt;br /&gt;
** Confuse 	Confuses an enemy.&lt;br /&gt;
** Break 	Petrifies an enemy.&lt;br /&gt;
** Bio 	Poisons an enemy.&lt;br /&gt;
** Doom 	Enemy is inflicted with Doom and is killed when the counter reaches 0.&lt;br /&gt;
** Death 	Instantly kills one enemy.&lt;br /&gt;
** Black Sky 	Enemies take random damage.&lt;br /&gt;
** Charon 	Kills an enemy, but also sacrifices yourself.&lt;br /&gt;
** Stoneproof 	Immune against Petrification.&lt;br /&gt;
** Confuseproof 	Immune against Confusion.&lt;br /&gt;
** Curseproof 	Immune against Curse.&lt;br /&gt;
** Deathproof 	Immune against Death&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
* Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further&lt;br /&gt;
* Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them&lt;br /&gt;
* Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)&lt;br /&gt;
* Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc&lt;br /&gt;
* Jagang: make a pet death penalty , so if it dies , you can&#039;t rez it back for like 8 mud hours or something&lt;br /&gt;
* Jagang: or just make the rezzing a granted&lt;br /&gt;
* Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Incarnum ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random Ideas ===&lt;br /&gt;
dungeon delver 	CAd 	42 	In many ways, the dungeon delver is the ultimate adventuring rogue.&lt;br /&gt;
&lt;br /&gt;
elven high mage 	Rac 	182 	Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.&lt;br /&gt;
&lt;br /&gt;
weaponmaster&lt;br /&gt;
&lt;br /&gt;
runecaster 	PG 	69 	Those that choose to master the ability to create runes of power are runecasters.&lt;br /&gt;
&lt;br /&gt;
* tricks&lt;br /&gt;
** back on your feet (scoundrel p85)&lt;br /&gt;
** clarity of vision (det inv for 1 turn)&lt;br /&gt;
** escape attack (flee / backstab)&lt;br /&gt;
** point it out (scoundrel p88)&lt;br /&gt;
** spot weak point (scoundrel p89)&lt;br /&gt;
** sudden draw (scoundrel p89)&lt;br /&gt;
** advantageous avoidance (added hitroll, miss aggro every time)&lt;br /&gt;
** chant of the long road (bard, group: movement increase or fly)&lt;br /&gt;
** chord of distraction (bard, scoundrel p75)&lt;br /&gt;
** concussion attack&lt;br /&gt;
&lt;br /&gt;
* Table this for something else&lt;br /&gt;
** Summon spirits to give abilities (pact magic?)&lt;br /&gt;
*** Spirits level?&lt;br /&gt;
*** Gives necro affect&lt;br /&gt;
*** Each spirit has different affect&lt;br /&gt;
&lt;br /&gt;
== Newbie Guild ==&lt;br /&gt;
* -- just a random idea&lt;br /&gt;
* Max level of 10&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
* Guild level gains&lt;br /&gt;
* Requires registration to gain crafting skills (join guild)&lt;br /&gt;
* Limited numbers of guilds you can join&lt;br /&gt;
* Leave guild, skills not granted from other guilds slowly go down until 0&lt;br /&gt;
* Charge to join? (depends how many guilds already in... dedication fee)&lt;br /&gt;
* Build guild houses&lt;br /&gt;
* May have to join guild again in alternate plane to get benefits there&lt;br /&gt;
* Plane restrictions only matter in material planes&lt;br /&gt;
&lt;br /&gt;
* Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc&lt;br /&gt;
* Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mapper ===&lt;br /&gt;
Jagang: being that you said it figures out the trail, maybe we could have a side&lt;br /&gt;
-tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in&lt;br /&gt;
&lt;br /&gt;
Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum, &lt;br /&gt;
&lt;br /&gt;
Jagang: like a path, but shown on the paper&lt;br /&gt;
&lt;br /&gt;
Jagang: then they could sell them in their shops&lt;br /&gt;
&lt;br /&gt;
Jagang: &amp;quot;A map from Midgaard to New Thalos - 10 Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them&lt;br /&gt;
&lt;br /&gt;
Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk&lt;br /&gt;
&lt;br /&gt;
Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis&lt;br /&gt;
&lt;br /&gt;
Jagang: otherwise it would get ugly&lt;br /&gt;
&lt;br /&gt;
Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Jagang is working on details of ingredients and combinations&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Not so difficult, maybe a simple quest to make a potion&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Receives a special &amp;quot;newbie alchemical container&amp;quot; upon joining&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Alchemist&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : Profession&lt;br /&gt;
  Required to level          : Potion skill usage&lt;br /&gt;
  Per level Bonuses          : Move(4) &lt;br /&gt;
  Regen bonuses              : Move(15%) Mana(5%) &lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - make potions one&lt;br /&gt;
    [ 2] - make potions two&lt;br /&gt;
    [ 2[ - forage&lt;br /&gt;
    [ 3] - make potions three&lt;br /&gt;
    [ 4] - make potions four&lt;br /&gt;
    [ 5] - make potions five&lt;br /&gt;
    [ 6] - make potions six&lt;br /&gt;
    [ 7] - make potions seven&lt;br /&gt;
    [ 8] - make potions eight&lt;br /&gt;
    [ 9] - make potions nine&lt;br /&gt;
    [10] - make potions ten&lt;br /&gt;
&lt;br /&gt;
* cure light&lt;br /&gt;
* cure serious&lt;br /&gt;
* heal&lt;br /&gt;
* restore&lt;br /&gt;
* high heal&lt;br /&gt;
* mana healing&lt;br /&gt;
* cure poison&lt;br /&gt;
* cure disease&lt;br /&gt;
* poison (usable on weapons?)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions&lt;br /&gt;
* to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level.  they have to try level 2 spells to cause the level 2 skill to go up.  if they try the level 3 potions it will always fail with no skill increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* potions&lt;br /&gt;
** XXX&lt;br /&gt;
*** Ingredient 1 (x1)&lt;br /&gt;
*** Ingredient 2 (x2)&lt;br /&gt;
*** Ingredient 3 (x1)&lt;br /&gt;
&lt;br /&gt;
* Notes&lt;br /&gt;
** Ingredients are placed into an alchemical container, filled with water, then results are generated&lt;br /&gt;
** Must buy empty bottles from the guild?&lt;br /&gt;
** Bottles are automatically filled, or deleted and the right potion loaded&lt;br /&gt;
&lt;br /&gt;
* Forage skill&lt;br /&gt;
** flag on room that plants to forage are here&lt;br /&gt;
** pct load to build them up over time?  or just one, that repops&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
Jagang: and if you see an herb , but don&#039;t have it in your knowledge base&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jagang: could also have a book - with pages all over the mud&lt;br /&gt;
&lt;br /&gt;
Jagang: like an herb dictionary&lt;br /&gt;
&lt;br /&gt;
Jagang: and have a way for ppl to progressively learn the herbs over time&lt;br /&gt;
&lt;br /&gt;
Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Taken from Witch...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race: Template&lt;br /&gt;
From AddictWiki&lt;br /&gt;
Natural resistances / weaknesses: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Perm Affects: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Regen: (hp/mana/moves/psp) &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Misc: &lt;br /&gt;
*Would only be female (maybe)&lt;br /&gt;
*Could have a familiar that was bound to them.&lt;br /&gt;
*Main Key to them would be they could Brew potions and make elixirs.&lt;br /&gt;
... &lt;br /&gt;
Ideas: &lt;br /&gt;
* Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i&#039;m a pain) syntax would be use herb mixing at &amp;lt;desired result&amp;gt; ie&lt;br /&gt;
herb mixing at kiss poison.  The skill would check for needed items in inventory and remove them automatically.  Would take a set number of tics to create the item.  &lt;br /&gt;
&lt;br /&gt;
*Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.&lt;br /&gt;
&lt;br /&gt;
* Also let them be able to create wands.  Must have a wand of nothing, these would load randomly in the MUD.  Learn this skill at a higher level.  Witch could charge the wand with any of their known spells, syntax use wandmaking at &amp;lt;spell&amp;gt;. Takes a set # of tics, and we&#039;d have to settle on an amount of charges.&lt;br /&gt;
&lt;br /&gt;
* Brew potion-same type of idea as above.  List of reagants still debating.  syntax use Brew potion at &amp;lt;desired result&amp;gt;.  Would require a Cauldron(hmm could this simply be in the same room as them?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Questions / Issues: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Special help files to be created: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Spells / Skills: &lt;br /&gt;
*Bless&lt;br /&gt;
*Calm&lt;br /&gt;
*Cure Disease&lt;br /&gt;
*Drain Life&lt;br /&gt;
*Dream-Witch can create a &amp;quot;dream&amp;quot; of whatever they wish the person/mob to see in the room.  (like a shadow or mirror image of themself)&lt;br /&gt;
*Guidance&lt;br /&gt;
*Harm&lt;br /&gt;
*Herbal Enhancements&lt;br /&gt;
*Intuitions&lt;br /&gt;
*Holy Symbol&lt;br /&gt;
*Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.&lt;br /&gt;
*Lifekeeping&lt;br /&gt;
*Major Healing&lt;br /&gt;
*Nature&#039;s Strength&lt;br /&gt;
*Nature&#039;s Tongues&lt;br /&gt;
*Neutralize Poison-&lt;br /&gt;
*Restoration&lt;br /&gt;
*Summon Animal-maybe based on align whether they can do this or not and what they can summon?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level  Name  Description  &lt;br /&gt;
0  xx  xx&lt;br /&gt;
&lt;br /&gt;
=== Witch (random name) ===&lt;br /&gt;
 thinking last night (about a book)... thought I&#039;d put it out there... a class&lt;br /&gt;
 that has a MAJOR amount of mana... like say, 1,000,000 mana... but it will&lt;br /&gt;
 never regen... they can&#039;t memorize, they get no grants... when they get to&lt;br /&gt;
 0 mana, they cannot cast spells anymore... we could add diff things, like&lt;br /&gt;
 quests that will regen some mana, and they will get things like castcost&lt;br /&gt;
 remort option to make their mana last longer... and when they remort, what&lt;br /&gt;
 level they remort as will determine how much mana they get back.. like if&lt;br /&gt;
 their max is 1m, they have to get to level 65 to get that 1m regen&#039;d (or&lt;br /&gt;
 maybe only 800k)... if they remort at level 31, they only get 200k mana.&lt;br /&gt;
&lt;br /&gt;
I kind of consider that this could be a sub-class that could be bolted on to any spell casting class... but resigning from it could only be done if you remort multiple times at 65, or something difficult that needs to be done... &lt;br /&gt;
&lt;br /&gt;
random thoughts... would need a lot of thought before actually implementing...&lt;br /&gt;
&lt;br /&gt;
=== Herbalist ===&lt;br /&gt;
&lt;br /&gt;
* can forage for herbs  / plants&lt;br /&gt;
&lt;br /&gt;
=== Leather Worker ===&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
* Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear&lt;br /&gt;
* Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear&lt;br /&gt;
* Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud&lt;br /&gt;
* Jagang: that way not everyone is wearing the same gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Farmer ===&lt;br /&gt;
* Gets land to plant (one room)&lt;br /&gt;
* purchase more land (or gets more as guild level goes up)&lt;br /&gt;
* Grows food&lt;br /&gt;
** Grain&lt;br /&gt;
** Fruits&lt;br /&gt;
** Veggies&lt;br /&gt;
* Sells to shops or cooks&lt;br /&gt;
* Farming skill&lt;br /&gt;
&lt;br /&gt;
=== Baker ===&lt;br /&gt;
* Makes food (cooks)&lt;br /&gt;
* Cooking skill&lt;br /&gt;
* Can own a shop? (bakery only, high guild level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shopkeeper ===&lt;br /&gt;
* General shopkeeper&lt;br /&gt;
* Owns lots and lots of shops&lt;br /&gt;
* shop count dependent on guild level&lt;br /&gt;
* buy license in each town (including clan towns, unless you are in that clan)&lt;br /&gt;
* No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging&lt;br /&gt;
* Must join guild again in other material planes, this means another guild level&lt;br /&gt;
&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
&lt;br /&gt;
=== Chandlestick maker ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
* Better shop rates&lt;br /&gt;
* CHA: (some min number)&lt;br /&gt;
* Necro: No&lt;br /&gt;
* Haggle bonus&lt;br /&gt;
* Create own shops (guild level required)&lt;br /&gt;
** Hire NPC&#039;s to run&lt;br /&gt;
** Privitize existing shops&lt;br /&gt;
** Option to allow players to sell to shops&lt;br /&gt;
** Shop limit (determined by guild level?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jeweler ===&lt;br /&gt;
* DEX: (some min number)&lt;br /&gt;
* Refine gem:&lt;br /&gt;
** Increase value&lt;br /&gt;
** reduce size&lt;br /&gt;
** smaller gem=higher risk/higher skill check&lt;br /&gt;
** PSI Bonus&lt;br /&gt;
** Naturally increases recepticle limit&lt;br /&gt;
** Positivly affects insets?&lt;br /&gt;
* Remove inset from thief, give to guild&lt;br /&gt;
* Can own a shop&lt;br /&gt;
* Miner skill? (would need mining spots)&lt;br /&gt;
* Metal worker skill (guild level required?)&lt;br /&gt;
&lt;br /&gt;
= Misc =&lt;br /&gt;
* Weapons&lt;br /&gt;
** Each weapon has a set type&lt;br /&gt;
** Class restrictions base on weapon type&lt;br /&gt;
** assign skills to each class to match weapon type&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Change PC attacks back to skills and flags&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mobs = &lt;br /&gt;
* Steal memorized spells&lt;br /&gt;
* Steal mana&lt;br /&gt;
* What mob casts &amp;amp; how is based on what they have available (AI)&lt;br /&gt;
* Spell list stored on proto, when loaded populate active mob skills&lt;br /&gt;
** mob sn&lt;br /&gt;
** spell id&lt;br /&gt;
** Flag(s)&lt;br /&gt;
* Rentable pets - store in mysql&lt;br /&gt;
* Purge active_mob_skills table on boot&lt;br /&gt;
* Tactive_mob_skills_mem table&lt;br /&gt;
* move memorize from db to memory? (or conditions in code for mob vs player)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
* summonable&lt;br /&gt;
* rentable&lt;br /&gt;
* can level&lt;br /&gt;
* can learn skills and spells&lt;br /&gt;
* can memorize&lt;br /&gt;
* can be granted spells&lt;br /&gt;
* perhaps all spells are granted?&lt;br /&gt;
&lt;br /&gt;
= Newbies =&lt;br /&gt;
* Better help&lt;br /&gt;
* Revise start newbie town (again)&lt;br /&gt;
* More hints&lt;br /&gt;
* Some sort of automated newbie guide? (Does the start town work for this already?)&lt;br /&gt;
&lt;br /&gt;
= World =&lt;br /&gt;
* Planes&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate material plane&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
* Larger, more fleshed out world&lt;br /&gt;
* Vehicles&lt;br /&gt;
* Boats (passangers)&lt;br /&gt;
* Auto-mapper?&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
* Types&lt;br /&gt;
** Leather&lt;br /&gt;
** Wood&lt;br /&gt;
** Steel&lt;br /&gt;
** Alchemy&lt;br /&gt;
** Mage (scroll / staff)&lt;br /&gt;
** Food&lt;br /&gt;
** Miner&lt;br /&gt;
&lt;br /&gt;
* Gather ingredients &amp;amp; assemble them&lt;br /&gt;
* Binding item? (ala ffxi crystals)&lt;br /&gt;
&lt;br /&gt;
= Transportation = &lt;br /&gt;
* Objects&lt;br /&gt;
* Flag: passengers- inside/outide/both/windows/driver in/out&lt;br /&gt;
* Char cmd flag: in, out, mount, ride, enter, leave&lt;br /&gt;
* Capacity&lt;br /&gt;
* Carried people (carried by other people)&lt;br /&gt;
* People carried by people in objects in objects carrying people&lt;br /&gt;
&lt;br /&gt;
= People inside items =&lt;br /&gt;
* Weight capacity&lt;br /&gt;
* Volume (too much detail?)&lt;br /&gt;
* Weight factor (old phole idea)&lt;br /&gt;
* Description for internal room of item (new field, or use edesc?)&lt;br /&gt;
* Virtual room, not real (set of rooms copied to virtual rooms per item SN)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
* add to IMESS&lt;br /&gt;
* Create a cosmology&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate Material plane&lt;br /&gt;
** Astral plane&lt;br /&gt;
** all 4 elemental planes&lt;br /&gt;
** Shadow&lt;br /&gt;
** Abyss (that sucker is huge)&lt;br /&gt;
** 9 layers of hell &amp;amp; their lords&lt;br /&gt;
* Make &amp;quot;paths&amp;quot; another plane?&lt;br /&gt;
* Some theoretical link to portals&lt;br /&gt;
* Affects relocate, summon&lt;br /&gt;
* Hometown per material plane? (defined in plane table?) (default to mid)&lt;br /&gt;
* Once people start plane travel, add colored icon to room title to indicate what plane you&#039;re in (or make this a special skill / spell) (help entry to explain icon key)&lt;br /&gt;
* Story outline for alternate plane&lt;br /&gt;
** Pre-Adril, or never was built here&lt;br /&gt;
** Defended against dragon attack&lt;br /&gt;
&lt;br /&gt;
= Races = &lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2342</id>
		<title>The Plot</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2342"/>
		<updated>2011-08-01T00:13:39Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* SpellCaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters / Misc = &lt;br /&gt;
* make usable commands listed on character?&lt;br /&gt;
** possibly stupid&lt;br /&gt;
** would mean adding socials&lt;br /&gt;
** auto-add skill commands&lt;br /&gt;
** eliminates &amp;quot;do_not_hear&amp;quot; commands?&lt;br /&gt;
** cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?&lt;br /&gt;
* Do something with email address (optional)&lt;br /&gt;
** Send newbie guide, or some-such (word doc, or pdf or something)&lt;br /&gt;
* Move all the no* channel commands to a single command with toggles (setcom on one mud)&lt;br /&gt;
* Autoauction system&lt;br /&gt;
* &amp;lt;s&amp;gt;Retain free stat knowledge on an identified item&amp;lt;/s&amp;gt; - DONE&lt;br /&gt;
* (re)implement MSP&lt;br /&gt;
* FreeTrade system&lt;br /&gt;
** Wizards stock shops w/scrolls&lt;br /&gt;
** Warehouses make wares &amp;amp; transport them to places&lt;br /&gt;
** Transports can be hijacked&lt;br /&gt;
** Other classes make potions, weapons, etc&lt;br /&gt;
** Crafting skills&lt;br /&gt;
*** Potion recipies&lt;br /&gt;
*** Armor construction&lt;br /&gt;
*** Clothing construction&lt;br /&gt;
*** Food (cooking)&lt;br /&gt;
*** Enchantments to improve items&lt;br /&gt;
** Transport on boats&lt;br /&gt;
* People can carry people&lt;br /&gt;
* Items carry people (pokeballs!)&lt;br /&gt;
* Experience&lt;br /&gt;
** group bonus (based on group size?)&lt;br /&gt;
&lt;br /&gt;
* Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them&lt;br /&gt;
* Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something&lt;br /&gt;
* Jagang: back again to stimulating the market&lt;br /&gt;
* Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment&lt;br /&gt;
* Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - &amp;quot;Greater Fire Protection&amp;quot;, after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection&lt;br /&gt;
* Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur&#039;s potion - 10% more gold from monsters &lt;br /&gt;
* Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them &lt;br /&gt;
* Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item&lt;br /&gt;
* Jagang: make the players create items with their trade skills to level up on the trade&lt;br /&gt;
* Jagang: when they surpass a point , the lower level items will no longer level them&lt;br /&gt;
* Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up&lt;br /&gt;
* Jagang: it almost &amp;quot;forcibly&amp;quot; stimulates the market&lt;br /&gt;
&lt;br /&gt;
* Jagang: have it so the people can make their character a &amp;quot;free-play&amp;quot; character , where they play the mud like normal, or have a story mode option, where the player could follow a story line, &lt;br /&gt;
* Jagang: like starting life on a farm , with a family , losing the family devestatingly etc&lt;br /&gt;
* Jagang: maybe have a &amp;quot;plane&amp;quot; dedicated to it&lt;br /&gt;
* Jagang: On this plane , you start off where everyone else does , in the same &amp;quot;story&amp;quot; , but you can take it in whichever direction you want&lt;br /&gt;
* Jagang: I know that&#039;s kinda out there, but I think with some thought it could turn into something really interesting&lt;br /&gt;
* Jagang: yeah , it adds the &amp;quot;choice&amp;quot; for an rp element &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newbie Guide ==&lt;br /&gt;
* scripted&lt;br /&gt;
&lt;br /&gt;
== Assemble ==&lt;br /&gt;
* method to specify parts w/combine, instead of naming finished product, player names parts to put together&lt;br /&gt;
* allows multiple recipies for same item&lt;br /&gt;
* (crafting)&lt;br /&gt;
* Flag on each recipe for what crafting skill(s) are associated with recipe&lt;br /&gt;
** Cooking, alchemy, etc&lt;br /&gt;
* move assembles to their own list, instead of attached to finished object&lt;br /&gt;
&lt;br /&gt;
= PK System =&lt;br /&gt;
* Designated PK areas&lt;br /&gt;
* Attackers flagged as killer&lt;br /&gt;
** timer based on amount of killing done&lt;br /&gt;
** does not count down in rent? (or multiplier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
* Wars: clan vs clan, clan vs npc, clan vs ???)&lt;br /&gt;
* PK Element&lt;br /&gt;
* Castle, contained somewhere in the world&lt;br /&gt;
* Conquest (points involved)&lt;br /&gt;
* Hometown benefits (???)&lt;br /&gt;
* Build a town&lt;br /&gt;
** allow others to inhabit&lt;br /&gt;
** allow guilds to open&lt;br /&gt;
** shops&lt;br /&gt;
** taxes from shops and stuff go to clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guilds = &lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
# Knight (Warrior)&lt;br /&gt;
# Priest (Cleric / Paladin)&lt;br /&gt;
# Chronomancer (All spell casters)&lt;br /&gt;
# Spellweaver equivalent (Priest)&lt;br /&gt;
# Crypt Lord (Necromancer)&lt;br /&gt;
# Wizard (Sorcerer / Necromancer / Anti-Paladin)&lt;br /&gt;
# Spellweaver (Wizard)&lt;br /&gt;
# Hell Knight (Anti-Paladin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Add to IMESS&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
Ideas:&lt;br /&gt;
*Naturally stronger against undead&lt;br /&gt;
*Natural bonus to saving throws&lt;br /&gt;
*Naturally Immune to Disease&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* Enhance THROW&lt;br /&gt;
&lt;br /&gt;
=== Psionicist ===&lt;br /&gt;
* Psionic Body: + HP bonus&lt;br /&gt;
* Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower&lt;br /&gt;
* Psychic tattoos&lt;br /&gt;
* Extend power (reduces psp cost) (remort)&lt;br /&gt;
* Persistent power: Suspent maint cosst on random or specified power, extent power required&lt;br /&gt;
* Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power&lt;br /&gt;
* Trigger power: granted 1 per day, next spell no cast cost, or next X spells&lt;br /&gt;
* Verve: hp bonus&lt;br /&gt;
* Distract: hitroll penalty&lt;br /&gt;
* Apopsi: delete 1d4 memorized spells from target&lt;br /&gt;
* Body fuel: convert hp to psp&#039;s, or maybe stats (str con dex), only living can do it if in own body&lt;br /&gt;
* Ghost attack: Never misses a ghost in combat (perfect hitroll)&lt;br /&gt;
* Over power: stronger damage at hp sacrifice&lt;br /&gt;
* Talented: reduces personal cost of powerpower - Overpower required&lt;br /&gt;
* Astral plane spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Necro ===&lt;br /&gt;
* &amp;lt;s&amp;gt;rot spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;vamp spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Poly into objects&lt;br /&gt;
** Can&#039;t move&lt;br /&gt;
** Can&#039;t talk?&lt;br /&gt;
** Can be picked up&lt;br /&gt;
** Can send tells (telepathic?)&lt;br /&gt;
** Can&#039;t return unless on the ground&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Desperate Strike - less then x% hp, deal factor of damage&lt;br /&gt;
* Flashing blades - 50% chance of blocking attack&lt;br /&gt;
* balanced stance - prevents critical hits&lt;br /&gt;
* Thrill of victory - damage based on victim health vs char health&lt;br /&gt;
* deadly riposte - block attack and follow up with one attack&lt;br /&gt;
* disciplined stance - +ac, increasing chance to block attacks&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== SubClasses == &lt;br /&gt;
* Some require specific classes, or other sub-classes&lt;br /&gt;
* Some clash, so you cannot be a specific class or sub-class if you want to be this one&lt;br /&gt;
* Leave guild, lose all benefits&lt;br /&gt;
* Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class&lt;br /&gt;
* portion of exp gained goes towards guild level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== MindWarrior ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Crusader ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana Lord ===&lt;br /&gt;
Skills to draw mana from mana pools.&lt;br /&gt;
&lt;br /&gt;
Ability to craft items that will drain mana from a pool, stored for future use (receptacle-like).&lt;br /&gt;
&lt;br /&gt;
Turn some items into artifacts that increase mana pool of house.&lt;br /&gt;
&lt;br /&gt;
Items that allow caster to draw mana from house instead of zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Knight&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : Warrior&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - Doublestrike&lt;br /&gt;
    [ 1] - Maiden&#039;s Blessing&lt;br /&gt;
    [ 1] - Gallantry&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 1&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 2&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 3&lt;br /&gt;
    [ 1] - Dragon Slayer&lt;br /&gt;
    [ 1] - Arthur&#039;s Gift&lt;br /&gt;
    [ 1] - Chivalry&lt;br /&gt;
    [ 1] - Heroic Scream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Doublestrike&lt;br /&gt;
** Cost: Automatic&lt;br /&gt;
** Affect: If holding a weapon, the diceroll of that weapon is added to the damage done that attack.&lt;br /&gt;
** Max Learned is 30%&lt;br /&gt;
** Skill check required to add damage.&lt;br /&gt;
&lt;br /&gt;
* Maiden&#039;s Blessing&lt;br /&gt;
** Affect: +1 attack skill/spell&lt;br /&gt;
** Always on once practiced to 90%&lt;br /&gt;
&lt;br /&gt;
* Gallantry&lt;br /&gt;
** Affect: Increases maxhit by 10d10 and maxmove by 5d10&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 1&lt;br /&gt;
** Affect: (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 2&lt;br /&gt;
** Affect: (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 3&lt;br /&gt;
** Affect: (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Dragon Slayer&lt;br /&gt;
** Affect: Gives 10% + (level/10) fire resistance.&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Arthur&#039;s Gift&lt;br /&gt;
** Affect: +50 hp_regen, +15 move regen&lt;br /&gt;
** Duration: 12 hours&lt;br /&gt;
&lt;br /&gt;
* Chivalry&lt;br /&gt;
** Affect: Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25%, each other member of the group has their max hp increase by that amount.&lt;br /&gt;
** Duration: 24 hours&lt;br /&gt;
** Cost: 25 - 45 moves&lt;br /&gt;
&lt;br /&gt;
* Heroic Scream&lt;br /&gt;
** Affect: Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
&lt;br /&gt;
=== Spellweaver ===&lt;br /&gt;
&lt;br /&gt;
Creates &amp;quot;grant&amp;quot; scrolls&lt;br /&gt;
&lt;br /&gt;
* Masterful scroll casting&lt;br /&gt;
** Remort skill&lt;br /&gt;
** Not use scroll when cast&lt;br /&gt;
** Uses more mana from mana pool&lt;br /&gt;
** Bonus if you made that scroll?&lt;br /&gt;
&lt;br /&gt;
=== Chronomancer ===&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : N/A&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
    [30] - Time Fold (moved from Priest)&lt;br /&gt;
&lt;br /&gt;
* Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging, and move seemingly instantly thru space&lt;br /&gt;
&lt;br /&gt;
* Wrinkle  &lt;br /&gt;
** The minor aging spell will age its target, as well as dealing damage.&lt;br /&gt;
&lt;br /&gt;
* Geezer &lt;br /&gt;
** Major aging spell: The spell will cause the victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. &lt;br /&gt;
&lt;br /&gt;
* Stitch in Time&lt;br /&gt;
** Un-assemble an assembled item&lt;br /&gt;
** Un-damage a damaged item&lt;br /&gt;
** Unlock a door that was locked recently&lt;br /&gt;
&lt;br /&gt;
* Tempus Fugit &lt;br /&gt;
** Speed up time...&lt;br /&gt;
** On self or other people: gain an attack&lt;br /&gt;
&lt;br /&gt;
* Lethargy &lt;br /&gt;
** Slow down time... (opposite of tempus fugit)&lt;br /&gt;
** Reduce number of attacks&lt;br /&gt;
** Slows down disease... disease will do less damage   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* anachron age&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to age&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* anachron rejuvenate&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to get younger&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* accumulation&lt;br /&gt;
** decrease memorize and pray times&lt;br /&gt;
&lt;br /&gt;
* Delayed Aid: &lt;br /&gt;
** target foes only heal for 65% effectiveness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Flux:&lt;br /&gt;
&lt;br /&gt;
* Acceleration: For X seconds, all allies attack 20% faster&lt;br /&gt;
* Hindrance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell&lt;br /&gt;
* Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.&lt;br /&gt;
&lt;br /&gt;
* Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower&lt;br /&gt;
* Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower&lt;br /&gt;
* Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.&lt;br /&gt;
&lt;br /&gt;
Divination&lt;br /&gt;
&lt;br /&gt;
* Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.&lt;br /&gt;
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.&lt;br /&gt;
* Probability: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.&lt;br /&gt;
* Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.&lt;br /&gt;
&lt;br /&gt;
Anomaly:&lt;br /&gt;
&lt;br /&gt;
* Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.&lt;br /&gt;
* Downtime: Target foe is knocked down and loses 5....25 energy.&lt;br /&gt;
* Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.&lt;br /&gt;
* Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.&lt;br /&gt;
* Temporary Cometary: Temporal Ritual. For X seconds target foes cannot resurrect allies.&lt;br /&gt;
* I Can&#039;t Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Knight ===&lt;br /&gt;
&lt;br /&gt;
* transfers are spells you cast on yourself&lt;br /&gt;
* Transfers can only be one or two at a time&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** absorb damage&lt;br /&gt;
** absorb spells&lt;br /&gt;
** skill for each transfer&lt;br /&gt;
&lt;br /&gt;
* transfers to:&lt;br /&gt;
** stats (str, dex, etc)&lt;br /&gt;
** hp&lt;br /&gt;
** mana&lt;br /&gt;
** moves&lt;br /&gt;
** damroll&lt;br /&gt;
** hitroll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Spell Ideas:&lt;br /&gt;
*  Elation: Group effect-+2 strength, +2 Dex&lt;br /&gt;
*  Dolorous Motes: Creates a blinding haze of light that stuns mobs&lt;br /&gt;
*  Sustain: Elevates Hunger/thirst for set duration&lt;br /&gt;
*  Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon&lt;br /&gt;
*  Heaven&#039;s Trumpet: Blast of music paralyzes mob, unable to flee or melee.&lt;br /&gt;
&lt;br /&gt;
Race Specific Spell Ideas:&lt;br /&gt;
&lt;br /&gt;
* Dwarven Lore-it augments the existing  bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it ([[Race: Dwarf]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neat Name for a Spell-Faerinaal&#039;s Hymn&lt;br /&gt;
&lt;br /&gt;
=== Avenging Executioner ===&lt;br /&gt;
* warrior or thief only?&lt;br /&gt;
* no guild hall, use a lone NPC that grants this&lt;br /&gt;
* 15 dex to join, allows modified DEX to go to 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** bloody blade&lt;br /&gt;
** sudden strike&lt;br /&gt;
** sudden strike +1&lt;br /&gt;
** sudden strike +2&lt;br /&gt;
** rapid intimidation&lt;br /&gt;
** dread blade&lt;br /&gt;
** bloody murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Mage ===&lt;br /&gt;
* Blood magi are deceased spellcasters who gain an understanding of blood&#039;s importance when returned to life.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Must be a Ninja, if you want to remort to another class, you have to resign from guild first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Assassin&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Experience&lt;br /&gt;
  Per level Bonuses          : HP(4) &lt;br /&gt;
  Regen bonuses              : HP(15%) Move(10%)&lt;br /&gt;
  Required natural stats to join:&lt;br /&gt;
    dexterity: 15&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
&lt;br /&gt;
* burst of speed - attack / move increase&lt;br /&gt;
* cloak of shadows - sneak / hide&lt;br /&gt;
* poison blade - coat piercing weapon with poison&lt;br /&gt;
* tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks&lt;br /&gt;
* fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.&lt;br /&gt;
* claws of thunder - Charge Up Skill: Using her weapon&#039;s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* Maybe an advanced sneak skill, that would allow you to sneak past &amp;quot;guard&amp;quot; type mobs - low success rate - failure initiates battle...&lt;br /&gt;
&lt;br /&gt;
* Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required.  Higher skills, almost all sneaky bastards.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
*Iced Fire-causes any Ice, terrian etc, to burst into flame.&lt;br /&gt;
*Rogue&#039;s Stab-target gain&#039;s 1d6 sneak attack damage. [[(Class: Thief)]]&lt;br /&gt;
*Develin&#039;s Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.&lt;br /&gt;
*Parry-Deflect an opponent&#039;s weapon, possibility of making them drop it.&lt;br /&gt;
*Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.&lt;br /&gt;
&lt;br /&gt;
=== Archmage ===&lt;br /&gt;
* The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.&lt;br /&gt;
&lt;br /&gt;
=== Planar Champion ===&lt;br /&gt;
* Warrior-type class&lt;br /&gt;
* Plane slip: move between some planes almost at will&lt;br /&gt;
* Female?&lt;br /&gt;
* Some portal spells&lt;br /&gt;
* Close any portal&lt;br /&gt;
* R: 4 ranks of plane knowledge?&lt;br /&gt;
* R: Weapon specialization (maybe superb at X weapon skills)&lt;br /&gt;
* R: Visited two other planes (not home plane)&lt;br /&gt;
* Special spells / skills&lt;br /&gt;
* Granted detect invis&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
* These things depend on guild level&lt;br /&gt;
&lt;br /&gt;
=== Planeshifter ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Warper ===&lt;br /&gt;
* portal&lt;br /&gt;
* town portal&lt;br /&gt;
* one-way town portals&lt;br /&gt;
* two-way town portals&lt;br /&gt;
* portals to other planes&lt;br /&gt;
&lt;br /&gt;
=== Gatecrasher ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Divine Agent ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight (Phase 2) ===&lt;br /&gt;
&lt;br /&gt;
* Possible Future&lt;br /&gt;
** Receives a special &amp;quot;guild sword&amp;quot; upon joining; &lt;br /&gt;
** CON bonus (over 18?)&lt;br /&gt;
** guild sword upgrades as guild level increases&lt;br /&gt;
** xxx: reduce maxhit for +hitroll&lt;br /&gt;
** xxx: reduce maxhit for +damroll&lt;br /&gt;
** xxx: do more damage, draining your own hp&lt;br /&gt;
** Stat draining spells? (respect caps)&lt;br /&gt;
** Demonic flesh - sacrifice HP to increase max HP&lt;br /&gt;
** Life siphon - constant hp drain from victim to caster&lt;br /&gt;
** Agony - sacrifice 10% hp to do area damage&lt;br /&gt;
** Soul leech - for X seconds, whenever target attacks, hp is transferred to caster&lt;br /&gt;
** putrid explosion - blow up a corpse for area damage&lt;br /&gt;
** (maybe necro) soul feast - drain corpse for hp&lt;br /&gt;
** Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp&lt;br /&gt;
&lt;br /&gt;
* other possible skills&lt;br /&gt;
** Drain 	Absorbs HP.&lt;br /&gt;
** Demi 	Reduces enemy HP by 25%.&lt;br /&gt;
** Confuse 	Confuses an enemy.&lt;br /&gt;
** Break 	Petrifies an enemy.&lt;br /&gt;
** Bio 	Poisons an enemy.&lt;br /&gt;
** Doom 	Enemy is inflicted with Doom and is killed when the counter reaches 0.&lt;br /&gt;
** Death 	Instantly kills one enemy.&lt;br /&gt;
** Black Sky 	Enemies take random damage.&lt;br /&gt;
** Charon 	Kills an enemy, but also sacrifices yourself.&lt;br /&gt;
** Stoneproof 	Immune against Petrification.&lt;br /&gt;
** Confuseproof 	Immune against Confusion.&lt;br /&gt;
** Curseproof 	Immune against Curse.&lt;br /&gt;
** Deathproof 	Immune against Death&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
* Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further&lt;br /&gt;
* Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them&lt;br /&gt;
* Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)&lt;br /&gt;
* Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc&lt;br /&gt;
* Jagang: make a pet death penalty , so if it dies , you can&#039;t rez it back for like 8 mud hours or something&lt;br /&gt;
* Jagang: or just make the rezzing a granted&lt;br /&gt;
* Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Incarnum ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random Ideas ===&lt;br /&gt;
dungeon delver 	CAd 	42 	In many ways, the dungeon delver is the ultimate adventuring rogue.&lt;br /&gt;
&lt;br /&gt;
elven high mage 	Rac 	182 	Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.&lt;br /&gt;
&lt;br /&gt;
weaponmaster&lt;br /&gt;
&lt;br /&gt;
runecaster 	PG 	69 	Those that choose to master the ability to create runes of power are runecasters.&lt;br /&gt;
&lt;br /&gt;
* tricks&lt;br /&gt;
** back on your feet (scoundrel p85)&lt;br /&gt;
** clarity of vision (det inv for 1 turn)&lt;br /&gt;
** escape attack (flee / backstab)&lt;br /&gt;
** point it out (scoundrel p88)&lt;br /&gt;
** spot weak point (scoundrel p89)&lt;br /&gt;
** sudden draw (scoundrel p89)&lt;br /&gt;
** advantageous avoidance (added hitroll, miss aggro every time)&lt;br /&gt;
** chant of the long road (bard, group: movement increase or fly)&lt;br /&gt;
** chord of distraction (bard, scoundrel p75)&lt;br /&gt;
** concussion attack&lt;br /&gt;
&lt;br /&gt;
* Table this for something else&lt;br /&gt;
** Summon spirits to give abilities (pact magic?)&lt;br /&gt;
*** Spirits level?&lt;br /&gt;
*** Gives necro affect&lt;br /&gt;
*** Each spirit has different affect&lt;br /&gt;
&lt;br /&gt;
== Newbie Guild ==&lt;br /&gt;
* -- just a random idea&lt;br /&gt;
* Max level of 10&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
* Guild level gains&lt;br /&gt;
* Requires registration to gain crafting skills (join guild)&lt;br /&gt;
* Limited numbers of guilds you can join&lt;br /&gt;
* Leave guild, skills not granted from other guilds slowly go down until 0&lt;br /&gt;
* Charge to join? (depends how many guilds already in... dedication fee)&lt;br /&gt;
* Build guild houses&lt;br /&gt;
* May have to join guild again in alternate plane to get benefits there&lt;br /&gt;
* Plane restrictions only matter in material planes&lt;br /&gt;
&lt;br /&gt;
* Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc&lt;br /&gt;
* Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mapper ===&lt;br /&gt;
Jagang: being that you said it figures out the trail, maybe we could have a side&lt;br /&gt;
-tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in&lt;br /&gt;
&lt;br /&gt;
Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum, &lt;br /&gt;
&lt;br /&gt;
Jagang: like a path, but shown on the paper&lt;br /&gt;
&lt;br /&gt;
Jagang: then they could sell them in their shops&lt;br /&gt;
&lt;br /&gt;
Jagang: &amp;quot;A map from Midgaard to New Thalos - 10 Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them&lt;br /&gt;
&lt;br /&gt;
Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk&lt;br /&gt;
&lt;br /&gt;
Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis&lt;br /&gt;
&lt;br /&gt;
Jagang: otherwise it would get ugly&lt;br /&gt;
&lt;br /&gt;
Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Jagang is working on details of ingredients and combinations&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Not so difficult, maybe a simple quest to make a potion&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Receives a special &amp;quot;newbie alchemical container&amp;quot; upon joining&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Alchemist&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : Profession&lt;br /&gt;
  Required to level          : Potion skill usage&lt;br /&gt;
  Per level Bonuses          : Move(4) &lt;br /&gt;
  Regen bonuses              : Move(15%) Mana(5%) &lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - make potions one&lt;br /&gt;
    [ 2] - make potions two&lt;br /&gt;
    [ 2[ - forage&lt;br /&gt;
    [ 3] - make potions three&lt;br /&gt;
    [ 4] - make potions four&lt;br /&gt;
    [ 5] - make potions five&lt;br /&gt;
    [ 6] - make potions six&lt;br /&gt;
    [ 7] - make potions seven&lt;br /&gt;
    [ 8] - make potions eight&lt;br /&gt;
    [ 9] - make potions nine&lt;br /&gt;
    [10] - make potions ten&lt;br /&gt;
&lt;br /&gt;
* cure light&lt;br /&gt;
* cure serious&lt;br /&gt;
* heal&lt;br /&gt;
* restore&lt;br /&gt;
* high heal&lt;br /&gt;
* mana healing&lt;br /&gt;
* cure poison&lt;br /&gt;
* cure disease&lt;br /&gt;
* poison (usable on weapons?)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions&lt;br /&gt;
* to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level.  they have to try level 2 spells to cause the level 2 skill to go up.  if they try the level 3 potions it will always fail with no skill increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* potions&lt;br /&gt;
** XXX&lt;br /&gt;
*** Ingredient 1 (x1)&lt;br /&gt;
*** Ingredient 2 (x2)&lt;br /&gt;
*** Ingredient 3 (x1)&lt;br /&gt;
&lt;br /&gt;
* Notes&lt;br /&gt;
** Ingredients are placed into an alchemical container, filled with water, then results are generated&lt;br /&gt;
** Must buy empty bottles from the guild?&lt;br /&gt;
** Bottles are automatically filled, or deleted and the right potion loaded&lt;br /&gt;
&lt;br /&gt;
* Forage skill&lt;br /&gt;
** flag on room that plants to forage are here&lt;br /&gt;
** pct load to build them up over time?  or just one, that repops&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
Jagang: and if you see an herb , but don&#039;t have it in your knowledge base&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jagang: could also have a book - with pages all over the mud&lt;br /&gt;
&lt;br /&gt;
Jagang: like an herb dictionary&lt;br /&gt;
&lt;br /&gt;
Jagang: and have a way for ppl to progressively learn the herbs over time&lt;br /&gt;
&lt;br /&gt;
Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Taken from Witch...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race: Template&lt;br /&gt;
From AddictWiki&lt;br /&gt;
Natural resistances / weaknesses: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Perm Affects: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Regen: (hp/mana/moves/psp) &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Misc: &lt;br /&gt;
*Would only be female (maybe)&lt;br /&gt;
*Could have a familiar that was bound to them.&lt;br /&gt;
*Main Key to them would be they could Brew potions and make elixirs.&lt;br /&gt;
... &lt;br /&gt;
Ideas: &lt;br /&gt;
* Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i&#039;m a pain) syntax would be use herb mixing at &amp;lt;desired result&amp;gt; ie&lt;br /&gt;
herb mixing at kiss poison.  The skill would check for needed items in inventory and remove them automatically.  Would take a set number of tics to create the item.  &lt;br /&gt;
&lt;br /&gt;
*Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.&lt;br /&gt;
&lt;br /&gt;
* Also let them be able to create wands.  Must have a wand of nothing, these would load randomly in the MUD.  Learn this skill at a higher level.  Witch could charge the wand with any of their known spells, syntax use wandmaking at &amp;lt;spell&amp;gt;. Takes a set # of tics, and we&#039;d have to settle on an amount of charges.&lt;br /&gt;
&lt;br /&gt;
* Brew potion-same type of idea as above.  List of reagants still debating.  syntax use Brew potion at &amp;lt;desired result&amp;gt;.  Would require a Cauldron(hmm could this simply be in the same room as them?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Questions / Issues: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Special help files to be created: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Spells / Skills: &lt;br /&gt;
*Bless&lt;br /&gt;
*Calm&lt;br /&gt;
*Cure Disease&lt;br /&gt;
*Drain Life&lt;br /&gt;
*Dream-Witch can create a &amp;quot;dream&amp;quot; of whatever they wish the person/mob to see in the room.  (like a shadow or mirror image of themself)&lt;br /&gt;
*Guidance&lt;br /&gt;
*Harm&lt;br /&gt;
*Herbal Enhancements&lt;br /&gt;
*Intuitions&lt;br /&gt;
*Holy Symbol&lt;br /&gt;
*Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.&lt;br /&gt;
*Lifekeeping&lt;br /&gt;
*Major Healing&lt;br /&gt;
*Nature&#039;s Strength&lt;br /&gt;
*Nature&#039;s Tongues&lt;br /&gt;
*Neutralize Poison-&lt;br /&gt;
*Restoration&lt;br /&gt;
*Summon Animal-maybe based on align whether they can do this or not and what they can summon?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level  Name  Description  &lt;br /&gt;
0  xx  xx&lt;br /&gt;
&lt;br /&gt;
=== Witch (random name) ===&lt;br /&gt;
 thinking last night (about a book)... thought I&#039;d put it out there... a class&lt;br /&gt;
 that has a MAJOR amount of mana... like say, 1,000,000 mana... but it will&lt;br /&gt;
 never regen... they can&#039;t memorize, they get no grants... when they get to&lt;br /&gt;
 0 mana, they cannot cast spells anymore... we could add diff things, like&lt;br /&gt;
 quests that will regen some mana, and they will get things like castcost&lt;br /&gt;
 remort option to make their mana last longer... and when they remort, what&lt;br /&gt;
 level they remort as will determine how much mana they get back.. like if&lt;br /&gt;
 their max is 1m, they have to get to level 65 to get that 1m regen&#039;d (or&lt;br /&gt;
 maybe only 800k)... if they remort at level 31, they only get 200k mana.&lt;br /&gt;
&lt;br /&gt;
I kind of consider that this could be a sub-class that could be bolted on to any spell casting class... but resigning from it could only be done if you remort multiple times at 65, or something difficult that needs to be done... &lt;br /&gt;
&lt;br /&gt;
random thoughts... would need a lot of thought before actually implementing...&lt;br /&gt;
&lt;br /&gt;
=== Herbalist ===&lt;br /&gt;
&lt;br /&gt;
* can forage for herbs  / plants&lt;br /&gt;
&lt;br /&gt;
=== Leather Worker ===&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
* Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear&lt;br /&gt;
* Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear&lt;br /&gt;
* Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud&lt;br /&gt;
* Jagang: that way not everyone is wearing the same gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Farmer ===&lt;br /&gt;
* Gets land to plant (one room)&lt;br /&gt;
* purchase more land (or gets more as guild level goes up)&lt;br /&gt;
* Grows food&lt;br /&gt;
** Grain&lt;br /&gt;
** Fruits&lt;br /&gt;
** Veggies&lt;br /&gt;
* Sells to shops or cooks&lt;br /&gt;
* Farming skill&lt;br /&gt;
&lt;br /&gt;
=== Baker ===&lt;br /&gt;
* Makes food (cooks)&lt;br /&gt;
* Cooking skill&lt;br /&gt;
* Can own a shop? (bakery only, high guild level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shopkeeper ===&lt;br /&gt;
* General shopkeeper&lt;br /&gt;
* Owns lots and lots of shops&lt;br /&gt;
* shop count dependent on guild level&lt;br /&gt;
* buy license in each town (including clan towns, unless you are in that clan)&lt;br /&gt;
* No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging&lt;br /&gt;
* Must join guild again in other material planes, this means another guild level&lt;br /&gt;
&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
&lt;br /&gt;
=== Chandlestick maker ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
* Better shop rates&lt;br /&gt;
* CHA: (some min number)&lt;br /&gt;
* Necro: No&lt;br /&gt;
* Haggle bonus&lt;br /&gt;
* Create own shops (guild level required)&lt;br /&gt;
** Hire NPC&#039;s to run&lt;br /&gt;
** Privitize existing shops&lt;br /&gt;
** Option to allow players to sell to shops&lt;br /&gt;
** Shop limit (determined by guild level?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jeweler ===&lt;br /&gt;
* DEX: (some min number)&lt;br /&gt;
* Refine gem:&lt;br /&gt;
** Increase value&lt;br /&gt;
** reduce size&lt;br /&gt;
** smaller gem=higher risk/higher skill check&lt;br /&gt;
** PSI Bonus&lt;br /&gt;
** Naturally increases recepticle limit&lt;br /&gt;
** Positivly affects insets?&lt;br /&gt;
* Remove inset from thief, give to guild&lt;br /&gt;
* Can own a shop&lt;br /&gt;
* Miner skill? (would need mining spots)&lt;br /&gt;
* Metal worker skill (guild level required?)&lt;br /&gt;
&lt;br /&gt;
= Misc =&lt;br /&gt;
* Weapons&lt;br /&gt;
** Each weapon has a set type&lt;br /&gt;
** Class restrictions base on weapon type&lt;br /&gt;
** assign skills to each class to match weapon type&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Change PC attacks back to skills and flags&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mobs = &lt;br /&gt;
* Steal memorized spells&lt;br /&gt;
* Steal mana&lt;br /&gt;
* What mob casts &amp;amp; how is based on what they have available (AI)&lt;br /&gt;
* Spell list stored on proto, when loaded populate active mob skills&lt;br /&gt;
** mob sn&lt;br /&gt;
** spell id&lt;br /&gt;
** Flag(s)&lt;br /&gt;
* Rentable pets - store in mysql&lt;br /&gt;
* Purge active_mob_skills table on boot&lt;br /&gt;
* Tactive_mob_skills_mem table&lt;br /&gt;
* move memorize from db to memory? (or conditions in code for mob vs player)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
* summonable&lt;br /&gt;
* rentable&lt;br /&gt;
* can level&lt;br /&gt;
* can learn skills and spells&lt;br /&gt;
* can memorize&lt;br /&gt;
* can be granted spells&lt;br /&gt;
* perhaps all spells are granted?&lt;br /&gt;
&lt;br /&gt;
= Newbies =&lt;br /&gt;
* Better help&lt;br /&gt;
* Revise start newbie town (again)&lt;br /&gt;
* More hints&lt;br /&gt;
* Some sort of automated newbie guide? (Does the start town work for this already?)&lt;br /&gt;
&lt;br /&gt;
= World =&lt;br /&gt;
* Planes&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate material plane&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
* Larger, more fleshed out world&lt;br /&gt;
* Vehicles&lt;br /&gt;
* Boats (passangers)&lt;br /&gt;
* Auto-mapper?&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
* Types&lt;br /&gt;
** Leather&lt;br /&gt;
** Wood&lt;br /&gt;
** Steel&lt;br /&gt;
** Alchemy&lt;br /&gt;
** Mage (scroll / staff)&lt;br /&gt;
** Food&lt;br /&gt;
** Miner&lt;br /&gt;
&lt;br /&gt;
* Gather ingredients &amp;amp; assemble them&lt;br /&gt;
* Binding item? (ala ffxi crystals)&lt;br /&gt;
&lt;br /&gt;
= Transportation = &lt;br /&gt;
* Objects&lt;br /&gt;
* Flag: passengers- inside/outide/both/windows/driver in/out&lt;br /&gt;
* Char cmd flag: in, out, mount, ride, enter, leave&lt;br /&gt;
* Capacity&lt;br /&gt;
* Carried people (carried by other people)&lt;br /&gt;
* People carried by people in objects in objects carrying people&lt;br /&gt;
&lt;br /&gt;
= People inside items =&lt;br /&gt;
* Weight capacity&lt;br /&gt;
* Volume (too much detail?)&lt;br /&gt;
* Weight factor (old phole idea)&lt;br /&gt;
* Description for internal room of item (new field, or use edesc?)&lt;br /&gt;
* Virtual room, not real (set of rooms copied to virtual rooms per item SN)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
* add to IMESS&lt;br /&gt;
* Create a cosmology&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate Material plane&lt;br /&gt;
** Astral plane&lt;br /&gt;
** all 4 elemental planes&lt;br /&gt;
** Shadow&lt;br /&gt;
** Abyss (that sucker is huge)&lt;br /&gt;
** 9 layers of hell &amp;amp; their lords&lt;br /&gt;
* Make &amp;quot;paths&amp;quot; another plane?&lt;br /&gt;
* Some theoretical link to portals&lt;br /&gt;
* Affects relocate, summon&lt;br /&gt;
* Hometown per material plane? (defined in plane table?) (default to mid)&lt;br /&gt;
* Once people start plane travel, add colored icon to room title to indicate what plane you&#039;re in (or make this a special skill / spell) (help entry to explain icon key)&lt;br /&gt;
* Story outline for alternate plane&lt;br /&gt;
** Pre-Adril, or never was built here&lt;br /&gt;
** Defended against dragon attack&lt;br /&gt;
&lt;br /&gt;
= Races = &lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Revamp&amp;diff=2341</id>
		<title>Revamp</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Revamp&amp;diff=2341"/>
		<updated>2011-07-16T19:53:34Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been brainstorming this todo list on my PDA (yes, I have a smartphone AND still use a PDA for some things).&lt;br /&gt;
&lt;br /&gt;
What does it mean?  Big changes are coming, and we need to figure out what they are.  Also, I think it might mean that, for at least a time (months? years?), we will have two muds running.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot more detail to go with these for implementation, these are just the general bullets (not that any of this is set in stone).&lt;br /&gt;
&lt;br /&gt;
* Axe Wizard&lt;br /&gt;
* Axe Priest&lt;br /&gt;
* Axe Memorize and pray&lt;br /&gt;
* Turn all classes into a guild (allows true multi-class, and all classes use guild code)&lt;br /&gt;
* Pick main guild on create (primary classes, sorc, war, etc)&lt;br /&gt;
* Decide what to do about remorting, and making lost bonus&#039; attainable else wise &lt;br /&gt;
* Web page for creating a character (all graphical and fancy)&lt;br /&gt;
* Drop max level of &#039;primary guilds&#039; to 30 (everything max level 30)&lt;br /&gt;
* Create more guilds to give skills/ spells that would be lost by level drop&lt;br /&gt;
* Return old damage exp calculations&lt;br /&gt;
* ability to restrict eq by guild&lt;br /&gt;
* Major web site content update (whole site needs revamp, but our content alone sucks it)&lt;br /&gt;
* Clashing guilds (can&#039;t be that guild if you&#039;re in this one)&lt;br /&gt;
* More stuff with housing (vague)&lt;br /&gt;
* Taxes on player housing&lt;br /&gt;
* Player built towns, higher taxes, shops, etc&lt;br /&gt;
* More web site integration, instead of in-game help&lt;br /&gt;
* Wiki to put all skill data?&lt;br /&gt;
* Turn races into guilds (more code consolidation primarily)&lt;br /&gt;
* Hometown Bonus&#039;&lt;br /&gt;
* Multiple race guild memberships for half-breeds&lt;br /&gt;
* More cohesive world (what does that mean?)&lt;br /&gt;
* Vehicles (mounts, carriages)&lt;br /&gt;
* More sophisticated player bs, like marriage&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Revamp&amp;diff=2340</id>
		<title>Revamp</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Revamp&amp;diff=2340"/>
		<updated>2011-07-16T15:07:15Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been brainstorming this todo list on my PDA (yes, I have a smartphone AND still use a PDA for some things).&lt;br /&gt;
&lt;br /&gt;
What does it mean?  Big changes are coming, and we need to figure out what they are.  Also, I think it might mean that, for at least a time (months? years?), we will have two muds running.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a lot more detail to go with these for implementation, these are just the general bullets.&lt;br /&gt;
&lt;br /&gt;
* Axe Wizard&lt;br /&gt;
* Axe Priest&lt;br /&gt;
* Axe Memorize and pray&lt;br /&gt;
* Turn all classes into a guild (allows true multi-class, and all classes use guild code)&lt;br /&gt;
* Pick main guild on create (primary classes, sorc, war, etc)&lt;br /&gt;
* Decide what to do about remorting, and making lost bonus&#039; attainable else wise &lt;br /&gt;
* Web page for creating a character (all graphical and fancy)&lt;br /&gt;
* Drop max level of &#039;primary guilds&#039; to 30 (everything max level 30)&lt;br /&gt;
* Create more guilds to give skills/ spells that would be lost by level drop&lt;br /&gt;
* Return old damage exp calculations&lt;br /&gt;
* ability to restrict eq by guild&lt;br /&gt;
* Major web site content update (whole site needs revamp, but our content alone sucks it)&lt;br /&gt;
* Clashing guilds (can&#039;t be that guild if you&#039;re in this one)&lt;br /&gt;
* More stuff with housing (vague)&lt;br /&gt;
* Taxes on player housing&lt;br /&gt;
* Player built towns, higher taxes, shops, etc&lt;br /&gt;
* More web site integration, instead of in-game help&lt;br /&gt;
* Wiki to put all skill data?&lt;br /&gt;
* Turn races into guilds (more code consolidation primarily)&lt;br /&gt;
* Hometown Bonus&#039;&lt;br /&gt;
* Multiple race guild memberships for half-breeds&lt;br /&gt;
* More cohesive world (what does that mean?)&lt;br /&gt;
* Vehicles (mounts, carriages)&lt;br /&gt;
* More sophisticated player bs, like marriage&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Revamp&amp;diff=2339</id>
		<title>Revamp</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Revamp&amp;diff=2339"/>
		<updated>2011-07-16T15:00:05Z</updated>

		<summary type="html">&lt;p&gt;Brazil: Created page with &amp;quot;I&amp;#039;ve been brainstorming this todo list on my PDA (yes, I have a smartphone AND still use a PDA for some things).  What does it mean?  Big changes are coming, and we need to figur...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been brainstorming this todo list on my PDA (yes, I have a smartphone AND still use a PDA for some things).&lt;br /&gt;
&lt;br /&gt;
What does it mean?  Big changes are coming, and we need to figure out what they are.  Also, I think it might mean that, for at least a time (months? years?), we will have two muds running.  &lt;br /&gt;
&lt;br /&gt;
* Axe Wizard&lt;br /&gt;
* Axe Priest&lt;br /&gt;
* Axe Memorize and pray&lt;br /&gt;
* Turn all classes into a guild (allows true multi-class, and all classes use guild code)&lt;br /&gt;
* Pick main guild on create (primary classes, sorc, war, etc)&lt;br /&gt;
* Decide what to do about remorting, and making lost bonus&#039; attainable else wise &lt;br /&gt;
* Web page for creating a character (all graphical and fancy)&lt;br /&gt;
* Drop max level of &#039;primary guilds&#039; to 30 (everything max level 30)&lt;br /&gt;
* Create more guilds to give skills/ spells that would be lost by level drop&lt;br /&gt;
* Return old damage exp calculations&lt;br /&gt;
* ability to restrict eq by guild&lt;br /&gt;
* Major web site content update (whole site needs revamp, but our content alone sucks it)&lt;br /&gt;
* Clashing guilds (can&#039;t be that guild if you&#039;re in this one)&lt;br /&gt;
* More stuff with housing (vague)&lt;br /&gt;
* Taxes on player housing&lt;br /&gt;
* Player built towns, higher taxes, shops, etc&lt;br /&gt;
* More web site integration, instead of in-game help&lt;br /&gt;
* Wiki to put all skill data?&lt;br /&gt;
* Turn races into guilds (more code consolidation primarily)&lt;br /&gt;
* Hometown Bonus&#039;&lt;br /&gt;
* Multiple race guild memberships for half-breeds&lt;br /&gt;
* More cohesive world (what does that mean?)&lt;br /&gt;
* Vehicles (mounts, carriages)&lt;br /&gt;
* More sophisticated player bs, like marriage&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2338</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2338"/>
		<updated>2011-07-08T17:49:53Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table, and old mob exp table&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
* No Auto-level&lt;br /&gt;
* gain - to pick guild to level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
* Cleric&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* ScrollMaker&lt;br /&gt;
* Armor&lt;br /&gt;
* Smithy&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Vampire&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2337</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2337"/>
		<updated>2011-07-06T02:28:12Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table, and old mob exp table&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
* No Auto-level&lt;br /&gt;
* gain - to pick guild to level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
* Cleric&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* ScrollMaker&lt;br /&gt;
* Armor&lt;br /&gt;
* Smithy&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Vampire&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2336</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2336"/>
		<updated>2011-07-06T02:07:07Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
* Cleric&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* ScrollMaker&lt;br /&gt;
* Armor&lt;br /&gt;
* Smithy&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Vampire&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2335</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2335"/>
		<updated>2011-07-06T00:10:19Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
==== Cleric ====&lt;br /&gt;
* Spells&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* ScrollMaker&lt;br /&gt;
* Armor&lt;br /&gt;
* Smithy&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Vampire&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2334</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2334"/>
		<updated>2011-07-03T13:45:13Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
==== Cleric ====&lt;br /&gt;
* Spells&lt;br /&gt;
** cure wounds&lt;br /&gt;
** benediction&lt;br /&gt;
** armor&lt;br /&gt;
** create water&lt;br /&gt;
** create food&lt;br /&gt;
** cure blind&lt;br /&gt;
** strike&lt;br /&gt;
** detect alignment&lt;br /&gt;
** detect poison&lt;br /&gt;
** bless&lt;br /&gt;
** blindness&lt;br /&gt;
** infravision&lt;br /&gt;
** detect invisibility&lt;br /&gt;
** protection from evil&lt;br /&gt;
** group armor&lt;br /&gt;
** cure critic&lt;br /&gt;
** summon&lt;br /&gt;
** miscast magic&lt;br /&gt;
** blessed chance&lt;br /&gt;
** animate dead&lt;br /&gt;
** word of recall&lt;br /&gt;
** hammer of wrath&lt;br /&gt;
** sanctuary&lt;br /&gt;
** protection from good&lt;br /&gt;
** heal&lt;br /&gt;
** call lightning&lt;br /&gt;
** succor&lt;br /&gt;
** gate one&lt;br /&gt;
** earthquake&lt;br /&gt;
** dispel evil&lt;br /&gt;
** control weather&lt;br /&gt;
** bravery&lt;br /&gt;
** dispel good&lt;br /&gt;
** relocate&lt;br /&gt;
** calm&lt;br /&gt;
** vigorize&lt;br /&gt;
** wizening&lt;br /&gt;
** group infravision&lt;br /&gt;
** force&lt;br /&gt;
** group recall&lt;br /&gt;
** aid&lt;br /&gt;
** remove curse&lt;br /&gt;
** flamestrike&lt;br /&gt;
** age reversal&lt;br /&gt;
** remove poison&lt;br /&gt;
** group heal&lt;br /&gt;
** petrification&lt;br /&gt;
** restore&lt;br /&gt;
** heroic bond&lt;br /&gt;
** fire storm&lt;br /&gt;
** gate two&lt;br /&gt;
** quick sober&lt;br /&gt;
** protection from cold&lt;br /&gt;
** protection from drain&lt;br /&gt;
** death pact&lt;br /&gt;
** stone skin&lt;br /&gt;
** furor&lt;br /&gt;
** gate three&lt;br /&gt;
** flame blade&lt;br /&gt;
** wave of fear&lt;br /&gt;
** expend&lt;br /&gt;
** protection from electricity&lt;br /&gt;
** deaths direction&lt;br /&gt;
** encouragement&lt;br /&gt;
** dismiss summoned&lt;br /&gt;
** harm evil&lt;br /&gt;
** harm good&lt;br /&gt;
** symbol of transal&lt;br /&gt;
** upheaval&lt;br /&gt;
** force of nature&lt;br /&gt;
** endurance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2333</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2333"/>
		<updated>2011-07-03T13:40:14Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Guilds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
==== Cleric ====&lt;br /&gt;
* Spells&lt;br /&gt;
** cure&lt;br /&gt;
** benediction&lt;br /&gt;
** armor&lt;br /&gt;
** create&lt;br /&gt;
** create&lt;br /&gt;
** cure&lt;br /&gt;
** strike&lt;br /&gt;
** detect&lt;br /&gt;
** detect&lt;br /&gt;
** bless&lt;br /&gt;
** blindness&lt;br /&gt;
** infravision&lt;br /&gt;
** detect&lt;br /&gt;
** protection&lt;br /&gt;
** group&lt;br /&gt;
** cure&lt;br /&gt;
** summon&lt;br /&gt;
** miscast&lt;br /&gt;
** blessed&lt;br /&gt;
** animate&lt;br /&gt;
** word&lt;br /&gt;
** hammer&lt;br /&gt;
** sanctuary&lt;br /&gt;
** protection&lt;br /&gt;
** heal&lt;br /&gt;
** call&lt;br /&gt;
** succor&lt;br /&gt;
** gate&lt;br /&gt;
** earthquake&lt;br /&gt;
** dispel&lt;br /&gt;
** control&lt;br /&gt;
** bravery&lt;br /&gt;
** dispel&lt;br /&gt;
** relocate&lt;br /&gt;
** calm&lt;br /&gt;
** vigorize&lt;br /&gt;
** wizening&lt;br /&gt;
** group&lt;br /&gt;
** force&lt;br /&gt;
** group&lt;br /&gt;
** aid&lt;br /&gt;
** remove&lt;br /&gt;
** flamestrike&lt;br /&gt;
** age&lt;br /&gt;
** remove&lt;br /&gt;
** group&lt;br /&gt;
** petrification&lt;br /&gt;
** restore&lt;br /&gt;
** heroic&lt;br /&gt;
** fire&lt;br /&gt;
** gate&lt;br /&gt;
** quick&lt;br /&gt;
** protection&lt;br /&gt;
** protection&lt;br /&gt;
** death&lt;br /&gt;
** stone&lt;br /&gt;
** furor&lt;br /&gt;
** gate&lt;br /&gt;
** flame&lt;br /&gt;
** wave&lt;br /&gt;
** expend&lt;br /&gt;
** protection&lt;br /&gt;
** deaths&lt;br /&gt;
** encouragement&lt;br /&gt;
** dismiss&lt;br /&gt;
** harm&lt;br /&gt;
** harm&lt;br /&gt;
** symbol&lt;br /&gt;
** upheaval&lt;br /&gt;
** force&lt;br /&gt;
** endurance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2332</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2332"/>
		<updated>2011-07-03T13:39:54Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Guilds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
* Cleric&lt;br /&gt;
** cure&lt;br /&gt;
** benediction&lt;br /&gt;
** armor&lt;br /&gt;
** create&lt;br /&gt;
** create&lt;br /&gt;
** cure&lt;br /&gt;
** strike&lt;br /&gt;
** detect&lt;br /&gt;
** detect&lt;br /&gt;
** bless&lt;br /&gt;
** blindness&lt;br /&gt;
** infravision&lt;br /&gt;
** detect&lt;br /&gt;
** protection&lt;br /&gt;
** group&lt;br /&gt;
** cure&lt;br /&gt;
** summon&lt;br /&gt;
** miscast&lt;br /&gt;
** blessed&lt;br /&gt;
** animate&lt;br /&gt;
** word&lt;br /&gt;
** hammer&lt;br /&gt;
** sanctuary&lt;br /&gt;
** protection&lt;br /&gt;
** heal&lt;br /&gt;
** call&lt;br /&gt;
** succor&lt;br /&gt;
** gate&lt;br /&gt;
** earthquake&lt;br /&gt;
** dispel&lt;br /&gt;
** control&lt;br /&gt;
** bravery&lt;br /&gt;
** dispel&lt;br /&gt;
** relocate&lt;br /&gt;
** calm&lt;br /&gt;
** vigorize&lt;br /&gt;
** wizening&lt;br /&gt;
** group&lt;br /&gt;
** force&lt;br /&gt;
** group&lt;br /&gt;
** aid&lt;br /&gt;
** remove&lt;br /&gt;
** flamestrike&lt;br /&gt;
** age&lt;br /&gt;
** remove&lt;br /&gt;
** group&lt;br /&gt;
** petrification&lt;br /&gt;
** restore&lt;br /&gt;
** heroic&lt;br /&gt;
** fire&lt;br /&gt;
** gate&lt;br /&gt;
** quick&lt;br /&gt;
** protection&lt;br /&gt;
** protection&lt;br /&gt;
** death&lt;br /&gt;
** stone&lt;br /&gt;
** furor&lt;br /&gt;
** gate&lt;br /&gt;
** flame&lt;br /&gt;
** wave&lt;br /&gt;
** expend&lt;br /&gt;
** protection&lt;br /&gt;
** deaths&lt;br /&gt;
** encouragement&lt;br /&gt;
** dismiss&lt;br /&gt;
** harm&lt;br /&gt;
** harm&lt;br /&gt;
** symbol&lt;br /&gt;
** upheaval&lt;br /&gt;
** force&lt;br /&gt;
** endurance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2331</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2331"/>
		<updated>2011-07-02T21:36:24Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
* Cleric&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
* Player houses require taxes (based on number of rooms)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2330</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2330"/>
		<updated>2011-07-02T16:43:47Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
* Cleric&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Warrior&lt;br /&gt;
* Thief&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Rogue&lt;br /&gt;
* Dark Knight&lt;br /&gt;
* Crusader&lt;br /&gt;
* Mind Warrior&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2329</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2329"/>
		<updated>2011-07-02T16:42:03Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
* All shops save across reboots&lt;br /&gt;
* Economy &lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
* Most shop produced items in towns come from people creating them&lt;br /&gt;
* Scroll makers that create scrolls&lt;br /&gt;
* Potion makers brew potions&lt;br /&gt;
* Finite money&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Other interactions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2328</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2328"/>
		<updated>2011-07-01T11:52:04Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;br /&gt;
&lt;br /&gt;
== Web Site ==&lt;br /&gt;
&lt;br /&gt;
* Include details on each home town&lt;br /&gt;
* Some history&lt;br /&gt;
* Descriptions of each guild / class&lt;br /&gt;
* Wiki of skills (replace in-game help?)&lt;br /&gt;
* Some statistics&lt;br /&gt;
* Character creation?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2327</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2327"/>
		<updated>2011-06-30T14:46:11Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* max level 30&lt;br /&gt;
* Old 30 level exp table back&lt;br /&gt;
* True multi-class&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Pick one sub-guild on create?&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;br /&gt;
* Should races become a guild?  Or keep it&#039;s own thing? (makes restrictions based on guild easier)&lt;br /&gt;
&lt;br /&gt;
== Player interface ==&lt;br /&gt;
&lt;br /&gt;
* Richer character creation&lt;br /&gt;
* Build in an &#039;automap&#039; system for world travel?&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2326</id>
		<title>The Redo</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Redo&amp;diff=2326"/>
		<updated>2011-06-30T14:43:58Z</updated>

		<summary type="html">&lt;p&gt;Brazil: Created page with &amp;quot; == World ==  * fleshed out, no exceptions * Stock areas still together  == Classes ==  * Classes no more, everything is a guild * Old 30 level exp system back * Pick main guild ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
* fleshed out, no exceptions&lt;br /&gt;
* Stock areas still together&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
* Classes no more, everything is a guild&lt;br /&gt;
* Old 30 level exp system back&lt;br /&gt;
* Pick main guild on create&lt;br /&gt;
* Decide what to do with remort classes&lt;br /&gt;
* Make several guilds, with small subsets of spells&lt;br /&gt;
* Setup &#039;clashing&#039; table of guilds (can&#039;t be in guild C if you&#039;re a member of guild K)&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2325</id>
		<title>The Plot</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2325"/>
		<updated>2011-06-29T18:15:02Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Planeshifter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters / Misc = &lt;br /&gt;
* make usable commands listed on character?&lt;br /&gt;
** possibly stupid&lt;br /&gt;
** would mean adding socials&lt;br /&gt;
** auto-add skill commands&lt;br /&gt;
** eliminates &amp;quot;do_not_hear&amp;quot; commands?&lt;br /&gt;
** cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?&lt;br /&gt;
* Do something with email address (optional)&lt;br /&gt;
** Send newbie guide, or some-such (word doc, or pdf or something)&lt;br /&gt;
* Move all the no* channel commands to a single command with toggles (setcom on one mud)&lt;br /&gt;
* Autoauction system&lt;br /&gt;
* &amp;lt;s&amp;gt;Retain free stat knowledge on an identified item&amp;lt;/s&amp;gt; - DONE&lt;br /&gt;
* (re)implement MSP&lt;br /&gt;
* FreeTrade system&lt;br /&gt;
** Wizards stock shops w/scrolls&lt;br /&gt;
** Warehouses make wares &amp;amp; transport them to places&lt;br /&gt;
** Transports can be hijacked&lt;br /&gt;
** Other classes make potions, weapons, etc&lt;br /&gt;
** Crafting skills&lt;br /&gt;
*** Potion recipies&lt;br /&gt;
*** Armor construction&lt;br /&gt;
*** Clothing construction&lt;br /&gt;
*** Food (cooking)&lt;br /&gt;
*** Enchantments to improve items&lt;br /&gt;
** Transport on boats&lt;br /&gt;
* People can carry people&lt;br /&gt;
* Items carry people (pokeballs!)&lt;br /&gt;
* Experience&lt;br /&gt;
** group bonus (based on group size?)&lt;br /&gt;
&lt;br /&gt;
* Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them&lt;br /&gt;
* Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something&lt;br /&gt;
* Jagang: back again to stimulating the market&lt;br /&gt;
* Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment&lt;br /&gt;
* Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - &amp;quot;Greater Fire Protection&amp;quot;, after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection&lt;br /&gt;
* Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur&#039;s potion - 10% more gold from monsters &lt;br /&gt;
* Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them &lt;br /&gt;
* Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item&lt;br /&gt;
* Jagang: make the players create items with their trade skills to level up on the trade&lt;br /&gt;
* Jagang: when they surpass a point , the lower level items will no longer level them&lt;br /&gt;
* Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up&lt;br /&gt;
* Jagang: it almost &amp;quot;forcibly&amp;quot; stimulates the market&lt;br /&gt;
&lt;br /&gt;
* Jagang: have it so the people can make their character a &amp;quot;free-play&amp;quot; character , where they play the mud like normal, or have a story mode option, where the player could follow a story line, &lt;br /&gt;
* Jagang: like starting life on a farm , with a family , losing the family devestatingly etc&lt;br /&gt;
* Jagang: maybe have a &amp;quot;plane&amp;quot; dedicated to it&lt;br /&gt;
* Jagang: On this plane , you start off where everyone else does , in the same &amp;quot;story&amp;quot; , but you can take it in whichever direction you want&lt;br /&gt;
* Jagang: I know that&#039;s kinda out there, but I think with some thought it could turn into something really interesting&lt;br /&gt;
* Jagang: yeah , it adds the &amp;quot;choice&amp;quot; for an rp element &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newbie Guide ==&lt;br /&gt;
* scripted&lt;br /&gt;
&lt;br /&gt;
== Assemble ==&lt;br /&gt;
* method to specify parts w/combine, instead of naming finished product, player names parts to put together&lt;br /&gt;
* allows multiple recipies for same item&lt;br /&gt;
* (crafting)&lt;br /&gt;
* Flag on each recipe for what crafting skill(s) are associated with recipe&lt;br /&gt;
** Cooking, alchemy, etc&lt;br /&gt;
* move assembles to their own list, instead of attached to finished object&lt;br /&gt;
&lt;br /&gt;
= PK System =&lt;br /&gt;
* Designated PK areas&lt;br /&gt;
* Attackers flagged as killer&lt;br /&gt;
** timer based on amount of killing done&lt;br /&gt;
** does not count down in rent? (or multiplier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
* Wars: clan vs clan, clan vs npc, clan vs ???)&lt;br /&gt;
* PK Element&lt;br /&gt;
* Castle, contained somewhere in the world&lt;br /&gt;
* Conquest (points involved)&lt;br /&gt;
* Hometown benefits (???)&lt;br /&gt;
* Build a town&lt;br /&gt;
** allow others to inhabit&lt;br /&gt;
** allow guilds to open&lt;br /&gt;
** shops&lt;br /&gt;
** taxes from shops and stuff go to clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guilds = &lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
# Knight (Warrior)&lt;br /&gt;
# Priest (Cleric / Paladin)&lt;br /&gt;
# Chronomancer (All spell casters)&lt;br /&gt;
# Spellweaver equivalent (Priest)&lt;br /&gt;
# Crypt Lord (Necromancer)&lt;br /&gt;
# Wizard (Sorcerer / Necromancer / Anti-Paladin)&lt;br /&gt;
# Spellweaver (Wizard)&lt;br /&gt;
# Hell Knight (Anti-Paladin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Add to IMESS&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
Ideas:&lt;br /&gt;
*Naturally stronger against undead&lt;br /&gt;
*Natural bonus to saving throws&lt;br /&gt;
*Naturally Immune to Disease&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* Enhance THROW&lt;br /&gt;
&lt;br /&gt;
=== Psionicist ===&lt;br /&gt;
* Psionic Body: + HP bonus&lt;br /&gt;
* Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower&lt;br /&gt;
* Psychic tattoos&lt;br /&gt;
* Extend power (reduces psp cost) (remort)&lt;br /&gt;
* Persistent power: Suspent maint cosst on random or specified power, extent power required&lt;br /&gt;
* Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power&lt;br /&gt;
* Trigger power: granted 1 per day, next spell no cast cost, or next X spells&lt;br /&gt;
* Verve: hp bonus&lt;br /&gt;
* Distract: hitroll penalty&lt;br /&gt;
* Apopsi: delete 1d4 memorized spells from target&lt;br /&gt;
* Body fuel: convert hp to psp&#039;s, or maybe stats (str con dex), only living can do it if in own body&lt;br /&gt;
* Ghost attack: Never misses a ghost in combat (perfect hitroll)&lt;br /&gt;
* Over power: stronger damage at hp sacrifice&lt;br /&gt;
* Talented: reduces personal cost of powerpower - Overpower required&lt;br /&gt;
* Astral plane spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Necro ===&lt;br /&gt;
* &amp;lt;s&amp;gt;rot spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;vamp spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Poly into objects&lt;br /&gt;
** Can&#039;t move&lt;br /&gt;
** Can&#039;t talk?&lt;br /&gt;
** Can be picked up&lt;br /&gt;
** Can send tells (telepathic?)&lt;br /&gt;
** Can&#039;t return unless on the ground&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Desperate Strike - less then x% hp, deal factor of damage&lt;br /&gt;
* Flashing blades - 50% chance of blocking attack&lt;br /&gt;
* balanced stance - prevents critical hits&lt;br /&gt;
* Thrill of victory - damage based on victim health vs char health&lt;br /&gt;
* deadly riposte - block attack and follow up with one attack&lt;br /&gt;
* disciplined stance - +ac, increasing chance to block attacks&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== SubClasses == &lt;br /&gt;
* Some require specific classes, or other sub-classes&lt;br /&gt;
* Some clash, so you cannot be a specific class or sub-class if you want to be this one&lt;br /&gt;
* Leave guild, lose all benefits&lt;br /&gt;
* Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class&lt;br /&gt;
* portion of exp gained goes towards guild level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpellCaster ===&lt;br /&gt;
* Every spellcaster gets ENHANCE POWER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== MindWarrior ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Crusader ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana Lord ===&lt;br /&gt;
Skills to draw mana from mana pools.&lt;br /&gt;
&lt;br /&gt;
Ability to craft items that will drain mana from a pool, stored for future use (receptacle-like).&lt;br /&gt;
&lt;br /&gt;
Turn some items into artifacts that increase mana pool of house.&lt;br /&gt;
&lt;br /&gt;
Items that allow caster to draw mana from house instead of zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Knight&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : Warrior&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - Doublestrike&lt;br /&gt;
    [ 1] - Maiden&#039;s Blessing&lt;br /&gt;
    [ 1] - Gallantry&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 1&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 2&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 3&lt;br /&gt;
    [ 1] - Dragon Slayer&lt;br /&gt;
    [ 1] - Arthur&#039;s Gift&lt;br /&gt;
    [ 1] - Chivalry&lt;br /&gt;
    [ 1] - Heroic Scream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Doublestrike&lt;br /&gt;
** Cost: Automatic&lt;br /&gt;
** Affect: If holding a weapon, the diceroll of that weapon is added to the damage done that attack.&lt;br /&gt;
** Max Learned is 30%&lt;br /&gt;
** Skill check required to add damage.&lt;br /&gt;
&lt;br /&gt;
* Maiden&#039;s Blessing&lt;br /&gt;
** Affect: +1 attack skill/spell&lt;br /&gt;
** Always on once practiced to 90%&lt;br /&gt;
&lt;br /&gt;
* Gallantry&lt;br /&gt;
** Affect: Increases maxhit by 10d10 and maxmove by 5d10&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 1&lt;br /&gt;
** Affect: (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 2&lt;br /&gt;
** Affect: (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 3&lt;br /&gt;
** Affect: (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Dragon Slayer&lt;br /&gt;
** Affect: Gives 10% + (level/10) fire resistance.&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Arthur&#039;s Gift&lt;br /&gt;
** Affect: +50 hp_regen, +15 move regen&lt;br /&gt;
** Duration: 12 hours&lt;br /&gt;
&lt;br /&gt;
* Chivalry&lt;br /&gt;
** Affect: Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25%, each other member of the group has their max hp increase by that amount.&lt;br /&gt;
** Duration: 24 hours&lt;br /&gt;
** Cost: 25 - 45 moves&lt;br /&gt;
&lt;br /&gt;
* Heroic Scream&lt;br /&gt;
** Affect: Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
&lt;br /&gt;
=== Spellweaver ===&lt;br /&gt;
&lt;br /&gt;
Creates &amp;quot;grant&amp;quot; scrolls&lt;br /&gt;
&lt;br /&gt;
* Masterful scroll casting&lt;br /&gt;
** Remort skill&lt;br /&gt;
** Not use scroll when cast&lt;br /&gt;
** Uses more mana from mana pool&lt;br /&gt;
** Bonus if you made that scroll?&lt;br /&gt;
&lt;br /&gt;
=== Chronomancer ===&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : N/A&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
    [30] - Time Fold (moved from Priest)&lt;br /&gt;
&lt;br /&gt;
* Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging, and move seemingly instantly thru space&lt;br /&gt;
&lt;br /&gt;
* Wrinkle  &lt;br /&gt;
** The minor aging spell will age its target, as well as dealing damage.&lt;br /&gt;
&lt;br /&gt;
* Geezer &lt;br /&gt;
** Major aging spell: The spell will cause the victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. &lt;br /&gt;
&lt;br /&gt;
* Stitch in Time&lt;br /&gt;
** Un-assemble an assembled item&lt;br /&gt;
** Un-damage a damaged item&lt;br /&gt;
** Unlock a door that was locked recently&lt;br /&gt;
&lt;br /&gt;
* Tempus Fugit &lt;br /&gt;
** Speed up time...&lt;br /&gt;
** On self or other people: gain an attack&lt;br /&gt;
&lt;br /&gt;
* Lethargy &lt;br /&gt;
** Slow down time... (opposite of tempus fugit)&lt;br /&gt;
** Reduce number of attacks&lt;br /&gt;
** Slows down disease... disease will do less damage   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* anachron age&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to age&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* anachron rejuvenate&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to get younger&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* accumulation&lt;br /&gt;
** decrease memorize and pray times&lt;br /&gt;
&lt;br /&gt;
* Delayed Aid: &lt;br /&gt;
** target foes only heal for 65% effectiveness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Flux:&lt;br /&gt;
&lt;br /&gt;
* Acceleration: For X seconds, all allies attack 20% faster&lt;br /&gt;
* Hindrance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell&lt;br /&gt;
* Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.&lt;br /&gt;
&lt;br /&gt;
* Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower&lt;br /&gt;
* Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower&lt;br /&gt;
* Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.&lt;br /&gt;
&lt;br /&gt;
Divination&lt;br /&gt;
&lt;br /&gt;
* Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.&lt;br /&gt;
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.&lt;br /&gt;
* Probability: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.&lt;br /&gt;
* Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.&lt;br /&gt;
&lt;br /&gt;
Anomaly:&lt;br /&gt;
&lt;br /&gt;
* Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.&lt;br /&gt;
* Downtime: Target foe is knocked down and loses 5....25 energy.&lt;br /&gt;
* Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.&lt;br /&gt;
* Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.&lt;br /&gt;
* Temporary Cometary: Temporal Ritual. For X seconds target foes cannot resurrect allies.&lt;br /&gt;
* I Can&#039;t Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Knight ===&lt;br /&gt;
&lt;br /&gt;
* transfers are spells you cast on yourself&lt;br /&gt;
* Transfers can only be one or two at a time&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** absorb damage&lt;br /&gt;
** absorb spells&lt;br /&gt;
** skill for each transfer&lt;br /&gt;
&lt;br /&gt;
* transfers to:&lt;br /&gt;
** stats (str, dex, etc)&lt;br /&gt;
** hp&lt;br /&gt;
** mana&lt;br /&gt;
** moves&lt;br /&gt;
** damroll&lt;br /&gt;
** hitroll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Spell Ideas:&lt;br /&gt;
*  Elation: Group effect-+2 strength, +2 Dex&lt;br /&gt;
*  Dolorous Motes: Creates a blinding haze of light that stuns mobs&lt;br /&gt;
*  Sustain: Elevates Hunger/thirst for set duration&lt;br /&gt;
*  Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon&lt;br /&gt;
*  Heaven&#039;s Trumpet: Blast of music paralyzes mob, unable to flee or melee.&lt;br /&gt;
&lt;br /&gt;
Race Specific Spell Ideas:&lt;br /&gt;
&lt;br /&gt;
* Dwarven Lore-it augments the existing  bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it ([[Race: Dwarf]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neat Name for a Spell-Faerinaal&#039;s Hymn&lt;br /&gt;
&lt;br /&gt;
=== Avenging Executioner ===&lt;br /&gt;
* warrior or thief only?&lt;br /&gt;
* no guild hall, use a lone NPC that grants this&lt;br /&gt;
* 15 dex to join, allows modified DEX to go to 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** bloody blade&lt;br /&gt;
** sudden strike&lt;br /&gt;
** sudden strike +1&lt;br /&gt;
** sudden strike +2&lt;br /&gt;
** rapid intimidation&lt;br /&gt;
** dread blade&lt;br /&gt;
** bloody murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Mage ===&lt;br /&gt;
* Blood magi are deceased spellcasters who gain an understanding of blood&#039;s importance when returned to life.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Must be a Ninja, if you want to remort to another class, you have to resign from guild first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Assassin&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Experience&lt;br /&gt;
  Per level Bonuses          : HP(4) &lt;br /&gt;
  Regen bonuses              : HP(15%) Move(10%)&lt;br /&gt;
  Required natural stats to join:&lt;br /&gt;
    dexterity: 15&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
&lt;br /&gt;
* burst of speed - attack / move increase&lt;br /&gt;
* cloak of shadows - sneak / hide&lt;br /&gt;
* poison blade - coat piercing weapon with poison&lt;br /&gt;
* tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks&lt;br /&gt;
* fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.&lt;br /&gt;
* claws of thunder - Charge Up Skill: Using her weapon&#039;s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* Maybe an advanced sneak skill, that would allow you to sneak past &amp;quot;guard&amp;quot; type mobs - low success rate - failure initiates battle...&lt;br /&gt;
&lt;br /&gt;
* Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required.  Higher skills, almost all sneaky bastards.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
*Iced Fire-causes any Ice, terrian etc, to burst into flame.&lt;br /&gt;
*Rogue&#039;s Stab-target gain&#039;s 1d6 sneak attack damage. [[(Class: Thief)]]&lt;br /&gt;
*Develin&#039;s Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.&lt;br /&gt;
*Parry-Deflect an opponent&#039;s weapon, possibility of making them drop it.&lt;br /&gt;
*Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.&lt;br /&gt;
&lt;br /&gt;
=== Archmage ===&lt;br /&gt;
* The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.&lt;br /&gt;
&lt;br /&gt;
=== Planar Champion ===&lt;br /&gt;
* Warrior-type class&lt;br /&gt;
* Plane slip: move between some planes almost at will&lt;br /&gt;
* Female?&lt;br /&gt;
* Some portal spells&lt;br /&gt;
* Close any portal&lt;br /&gt;
* R: 4 ranks of plane knowledge?&lt;br /&gt;
* R: Weapon specialization (maybe superb at X weapon skills)&lt;br /&gt;
* R: Visited two other planes (not home plane)&lt;br /&gt;
* Special spells / skills&lt;br /&gt;
* Granted detect invis&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
* These things depend on guild level&lt;br /&gt;
&lt;br /&gt;
=== Planeshifter ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Warper ===&lt;br /&gt;
* portal&lt;br /&gt;
* town portal&lt;br /&gt;
* one-way town portals&lt;br /&gt;
* two-way town portals&lt;br /&gt;
* portals to other planes&lt;br /&gt;
&lt;br /&gt;
=== Gatecrasher ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Divine Agent ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight (Phase 2) ===&lt;br /&gt;
&lt;br /&gt;
* Possible Future&lt;br /&gt;
** Receives a special &amp;quot;guild sword&amp;quot; upon joining; &lt;br /&gt;
** CON bonus (over 18?)&lt;br /&gt;
** guild sword upgrades as guild level increases&lt;br /&gt;
** xxx: reduce maxhit for +hitroll&lt;br /&gt;
** xxx: reduce maxhit for +damroll&lt;br /&gt;
** xxx: do more damage, draining your own hp&lt;br /&gt;
** Stat draining spells? (respect caps)&lt;br /&gt;
** Demonic flesh - sacrifice HP to increase max HP&lt;br /&gt;
** Life siphon - constant hp drain from victim to caster&lt;br /&gt;
** Agony - sacrifice 10% hp to do area damage&lt;br /&gt;
** Soul leech - for X seconds, whenever target attacks, hp is transferred to caster&lt;br /&gt;
** putrid explosion - blow up a corpse for area damage&lt;br /&gt;
** (maybe necro) soul feast - drain corpse for hp&lt;br /&gt;
** Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp&lt;br /&gt;
&lt;br /&gt;
* other possible skills&lt;br /&gt;
** Drain 	Absorbs HP.&lt;br /&gt;
** Demi 	Reduces enemy HP by 25%.&lt;br /&gt;
** Confuse 	Confuses an enemy.&lt;br /&gt;
** Break 	Petrifies an enemy.&lt;br /&gt;
** Bio 	Poisons an enemy.&lt;br /&gt;
** Doom 	Enemy is inflicted with Doom and is killed when the counter reaches 0.&lt;br /&gt;
** Death 	Instantly kills one enemy.&lt;br /&gt;
** Black Sky 	Enemies take random damage.&lt;br /&gt;
** Charon 	Kills an enemy, but also sacrifices yourself.&lt;br /&gt;
** Stoneproof 	Immune against Petrification.&lt;br /&gt;
** Confuseproof 	Immune against Confusion.&lt;br /&gt;
** Curseproof 	Immune against Curse.&lt;br /&gt;
** Deathproof 	Immune against Death&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
* Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further&lt;br /&gt;
* Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them&lt;br /&gt;
* Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)&lt;br /&gt;
* Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc&lt;br /&gt;
* Jagang: make a pet death penalty , so if it dies , you can&#039;t rez it back for like 8 mud hours or something&lt;br /&gt;
* Jagang: or just make the rezzing a granted&lt;br /&gt;
* Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Incarnum ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random Ideas ===&lt;br /&gt;
dungeon delver 	CAd 	42 	In many ways, the dungeon delver is the ultimate adventuring rogue.&lt;br /&gt;
&lt;br /&gt;
elven high mage 	Rac 	182 	Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.&lt;br /&gt;
&lt;br /&gt;
weaponmaster&lt;br /&gt;
&lt;br /&gt;
runecaster 	PG 	69 	Those that choose to master the ability to create runes of power are runecasters.&lt;br /&gt;
&lt;br /&gt;
* tricks&lt;br /&gt;
** back on your feet (scoundrel p85)&lt;br /&gt;
** clarity of vision (det inv for 1 turn)&lt;br /&gt;
** escape attack (flee / backstab)&lt;br /&gt;
** point it out (scoundrel p88)&lt;br /&gt;
** spot weak point (scoundrel p89)&lt;br /&gt;
** sudden draw (scoundrel p89)&lt;br /&gt;
** advantageous avoidance (added hitroll, miss aggro every time)&lt;br /&gt;
** chant of the long road (bard, group: movement increase or fly)&lt;br /&gt;
** chord of distraction (bard, scoundrel p75)&lt;br /&gt;
** concussion attack&lt;br /&gt;
&lt;br /&gt;
* Table this for something else&lt;br /&gt;
** Summon spirits to give abilities (pact magic?)&lt;br /&gt;
*** Spirits level?&lt;br /&gt;
*** Gives necro affect&lt;br /&gt;
*** Each spirit has different affect&lt;br /&gt;
&lt;br /&gt;
== Newbie Guild ==&lt;br /&gt;
* -- just a random idea&lt;br /&gt;
* Max level of 10&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
* Guild level gains&lt;br /&gt;
* Requires registration to gain crafting skills (join guild)&lt;br /&gt;
* Limited numbers of guilds you can join&lt;br /&gt;
* Leave guild, skills not granted from other guilds slowly go down until 0&lt;br /&gt;
* Charge to join? (depends how many guilds already in... dedication fee)&lt;br /&gt;
* Build guild houses&lt;br /&gt;
* May have to join guild again in alternate plane to get benefits there&lt;br /&gt;
* Plane restrictions only matter in material planes&lt;br /&gt;
&lt;br /&gt;
* Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc&lt;br /&gt;
* Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mapper ===&lt;br /&gt;
Jagang: being that you said it figures out the trail, maybe we could have a side&lt;br /&gt;
-tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in&lt;br /&gt;
&lt;br /&gt;
Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum, &lt;br /&gt;
&lt;br /&gt;
Jagang: like a path, but shown on the paper&lt;br /&gt;
&lt;br /&gt;
Jagang: then they could sell them in their shops&lt;br /&gt;
&lt;br /&gt;
Jagang: &amp;quot;A map from Midgaard to New Thalos - 10 Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them&lt;br /&gt;
&lt;br /&gt;
Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk&lt;br /&gt;
&lt;br /&gt;
Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis&lt;br /&gt;
&lt;br /&gt;
Jagang: otherwise it would get ugly&lt;br /&gt;
&lt;br /&gt;
Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Jagang is working on details of ingredients and combinations&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Not so difficult, maybe a simple quest to make a potion&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Receives a special &amp;quot;newbie alchemical container&amp;quot; upon joining&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Alchemist&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : Profession&lt;br /&gt;
  Required to level          : Potion skill usage&lt;br /&gt;
  Per level Bonuses          : Move(4) &lt;br /&gt;
  Regen bonuses              : Move(15%) Mana(5%) &lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - make potions one&lt;br /&gt;
    [ 2] - make potions two&lt;br /&gt;
    [ 2[ - forage&lt;br /&gt;
    [ 3] - make potions three&lt;br /&gt;
    [ 4] - make potions four&lt;br /&gt;
    [ 5] - make potions five&lt;br /&gt;
    [ 6] - make potions six&lt;br /&gt;
    [ 7] - make potions seven&lt;br /&gt;
    [ 8] - make potions eight&lt;br /&gt;
    [ 9] - make potions nine&lt;br /&gt;
    [10] - make potions ten&lt;br /&gt;
&lt;br /&gt;
* cure light&lt;br /&gt;
* cure serious&lt;br /&gt;
* heal&lt;br /&gt;
* restore&lt;br /&gt;
* high heal&lt;br /&gt;
* mana healing&lt;br /&gt;
* cure poison&lt;br /&gt;
* cure disease&lt;br /&gt;
* poison (usable on weapons?)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions&lt;br /&gt;
* to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level.  they have to try level 2 spells to cause the level 2 skill to go up.  if they try the level 3 potions it will always fail with no skill increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* potions&lt;br /&gt;
** XXX&lt;br /&gt;
*** Ingredient 1 (x1)&lt;br /&gt;
*** Ingredient 2 (x2)&lt;br /&gt;
*** Ingredient 3 (x1)&lt;br /&gt;
&lt;br /&gt;
* Notes&lt;br /&gt;
** Ingredients are placed into an alchemical container, filled with water, then results are generated&lt;br /&gt;
** Must buy empty bottles from the guild?&lt;br /&gt;
** Bottles are automatically filled, or deleted and the right potion loaded&lt;br /&gt;
&lt;br /&gt;
* Forage skill&lt;br /&gt;
** flag on room that plants to forage are here&lt;br /&gt;
** pct load to build them up over time?  or just one, that repops&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
Jagang: and if you see an herb , but don&#039;t have it in your knowledge base&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jagang: could also have a book - with pages all over the mud&lt;br /&gt;
&lt;br /&gt;
Jagang: like an herb dictionary&lt;br /&gt;
&lt;br /&gt;
Jagang: and have a way for ppl to progressively learn the herbs over time&lt;br /&gt;
&lt;br /&gt;
Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Taken from Witch...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race: Template&lt;br /&gt;
From AddictWiki&lt;br /&gt;
Natural resistances / weaknesses: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Perm Affects: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Regen: (hp/mana/moves/psp) &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Misc: &lt;br /&gt;
*Would only be female (maybe)&lt;br /&gt;
*Could have a familiar that was bound to them.&lt;br /&gt;
*Main Key to them would be they could Brew potions and make elixirs.&lt;br /&gt;
... &lt;br /&gt;
Ideas: &lt;br /&gt;
* Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i&#039;m a pain) syntax would be use herb mixing at &amp;lt;desired result&amp;gt; ie&lt;br /&gt;
herb mixing at kiss poison.  The skill would check for needed items in inventory and remove them automatically.  Would take a set number of tics to create the item.  &lt;br /&gt;
&lt;br /&gt;
*Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.&lt;br /&gt;
&lt;br /&gt;
* Also let them be able to create wands.  Must have a wand of nothing, these would load randomly in the MUD.  Learn this skill at a higher level.  Witch could charge the wand with any of their known spells, syntax use wandmaking at &amp;lt;spell&amp;gt;. Takes a set # of tics, and we&#039;d have to settle on an amount of charges.&lt;br /&gt;
&lt;br /&gt;
* Brew potion-same type of idea as above.  List of reagants still debating.  syntax use Brew potion at &amp;lt;desired result&amp;gt;.  Would require a Cauldron(hmm could this simply be in the same room as them?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Questions / Issues: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Special help files to be created: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Spells / Skills: &lt;br /&gt;
*Bless&lt;br /&gt;
*Calm&lt;br /&gt;
*Cure Disease&lt;br /&gt;
*Drain Life&lt;br /&gt;
*Dream-Witch can create a &amp;quot;dream&amp;quot; of whatever they wish the person/mob to see in the room.  (like a shadow or mirror image of themself)&lt;br /&gt;
*Guidance&lt;br /&gt;
*Harm&lt;br /&gt;
*Herbal Enhancements&lt;br /&gt;
*Intuitions&lt;br /&gt;
*Holy Symbol&lt;br /&gt;
*Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.&lt;br /&gt;
*Lifekeeping&lt;br /&gt;
*Major Healing&lt;br /&gt;
*Nature&#039;s Strength&lt;br /&gt;
*Nature&#039;s Tongues&lt;br /&gt;
*Neutralize Poison-&lt;br /&gt;
*Restoration&lt;br /&gt;
*Summon Animal-maybe based on align whether they can do this or not and what they can summon?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level  Name  Description  &lt;br /&gt;
0  xx  xx&lt;br /&gt;
&lt;br /&gt;
=== Witch (random name) ===&lt;br /&gt;
 thinking last night (about a book)... thought I&#039;d put it out there... a class&lt;br /&gt;
 that has a MAJOR amount of mana... like say, 1,000,000 mana... but it will&lt;br /&gt;
 never regen... they can&#039;t memorize, they get no grants... when they get to&lt;br /&gt;
 0 mana, they cannot cast spells anymore... we could add diff things, like&lt;br /&gt;
 quests that will regen some mana, and they will get things like castcost&lt;br /&gt;
 remort option to make their mana last longer... and when they remort, what&lt;br /&gt;
 level they remort as will determine how much mana they get back.. like if&lt;br /&gt;
 their max is 1m, they have to get to level 65 to get that 1m regen&#039;d (or&lt;br /&gt;
 maybe only 800k)... if they remort at level 31, they only get 200k mana.&lt;br /&gt;
&lt;br /&gt;
I kind of consider that this could be a sub-class that could be bolted on to any spell casting class... but resigning from it could only be done if you remort multiple times at 65, or something difficult that needs to be done... &lt;br /&gt;
&lt;br /&gt;
random thoughts... would need a lot of thought before actually implementing...&lt;br /&gt;
&lt;br /&gt;
=== Herbalist ===&lt;br /&gt;
&lt;br /&gt;
* can forage for herbs  / plants&lt;br /&gt;
&lt;br /&gt;
=== Leather Worker ===&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
* Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear&lt;br /&gt;
* Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear&lt;br /&gt;
* Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud&lt;br /&gt;
* Jagang: that way not everyone is wearing the same gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Farmer ===&lt;br /&gt;
* Gets land to plant (one room)&lt;br /&gt;
* purchase more land (or gets more as guild level goes up)&lt;br /&gt;
* Grows food&lt;br /&gt;
** Grain&lt;br /&gt;
** Fruits&lt;br /&gt;
** Veggies&lt;br /&gt;
* Sells to shops or cooks&lt;br /&gt;
* Farming skill&lt;br /&gt;
&lt;br /&gt;
=== Baker ===&lt;br /&gt;
* Makes food (cooks)&lt;br /&gt;
* Cooking skill&lt;br /&gt;
* Can own a shop? (bakery only, high guild level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shopkeeper ===&lt;br /&gt;
* General shopkeeper&lt;br /&gt;
* Owns lots and lots of shops&lt;br /&gt;
* shop count dependent on guild level&lt;br /&gt;
* buy license in each town (including clan towns, unless you are in that clan)&lt;br /&gt;
* No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging&lt;br /&gt;
* Must join guild again in other material planes, this means another guild level&lt;br /&gt;
&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
&lt;br /&gt;
=== Chandlestick maker ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
* Better shop rates&lt;br /&gt;
* CHA: (some min number)&lt;br /&gt;
* Necro: No&lt;br /&gt;
* Haggle bonus&lt;br /&gt;
* Create own shops (guild level required)&lt;br /&gt;
** Hire NPC&#039;s to run&lt;br /&gt;
** Privitize existing shops&lt;br /&gt;
** Option to allow players to sell to shops&lt;br /&gt;
** Shop limit (determined by guild level?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jeweler ===&lt;br /&gt;
* DEX: (some min number)&lt;br /&gt;
* Refine gem:&lt;br /&gt;
** Increase value&lt;br /&gt;
** reduce size&lt;br /&gt;
** smaller gem=higher risk/higher skill check&lt;br /&gt;
** PSI Bonus&lt;br /&gt;
** Naturally increases recepticle limit&lt;br /&gt;
** Positivly affects insets?&lt;br /&gt;
* Remove inset from thief, give to guild&lt;br /&gt;
* Can own a shop&lt;br /&gt;
* Miner skill? (would need mining spots)&lt;br /&gt;
* Metal worker skill (guild level required?)&lt;br /&gt;
&lt;br /&gt;
= Misc =&lt;br /&gt;
* Weapons&lt;br /&gt;
** Each weapon has a set type&lt;br /&gt;
** Class restrictions base on weapon type&lt;br /&gt;
** assign skills to each class to match weapon type&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Change PC attacks back to skills and flags&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mobs = &lt;br /&gt;
* Steal memorized spells&lt;br /&gt;
* Steal mana&lt;br /&gt;
* What mob casts &amp;amp; how is based on what they have available (AI)&lt;br /&gt;
* Spell list stored on proto, when loaded populate active mob skills&lt;br /&gt;
** mob sn&lt;br /&gt;
** spell id&lt;br /&gt;
** Flag(s)&lt;br /&gt;
* Rentable pets - store in mysql&lt;br /&gt;
* Purge active_mob_skills table on boot&lt;br /&gt;
* Tactive_mob_skills_mem table&lt;br /&gt;
* move memorize from db to memory? (or conditions in code for mob vs player)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
* summonable&lt;br /&gt;
* rentable&lt;br /&gt;
* can level&lt;br /&gt;
* can learn skills and spells&lt;br /&gt;
* can memorize&lt;br /&gt;
* can be granted spells&lt;br /&gt;
* perhaps all spells are granted?&lt;br /&gt;
&lt;br /&gt;
= Newbies =&lt;br /&gt;
* Better help&lt;br /&gt;
* Revise start newbie town (again)&lt;br /&gt;
* More hints&lt;br /&gt;
* Some sort of automated newbie guide? (Does the start town work for this already?)&lt;br /&gt;
&lt;br /&gt;
= World =&lt;br /&gt;
* Planes&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate material plane&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
* Larger, more fleshed out world&lt;br /&gt;
* Vehicles&lt;br /&gt;
* Boats (passangers)&lt;br /&gt;
* Auto-mapper?&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
* Types&lt;br /&gt;
** Leather&lt;br /&gt;
** Wood&lt;br /&gt;
** Steel&lt;br /&gt;
** Alchemy&lt;br /&gt;
** Mage (scroll / staff)&lt;br /&gt;
** Food&lt;br /&gt;
** Miner&lt;br /&gt;
&lt;br /&gt;
* Gather ingredients &amp;amp; assemble them&lt;br /&gt;
* Binding item? (ala ffxi crystals)&lt;br /&gt;
&lt;br /&gt;
= Transportation = &lt;br /&gt;
* Objects&lt;br /&gt;
* Flag: passengers- inside/outide/both/windows/driver in/out&lt;br /&gt;
* Char cmd flag: in, out, mount, ride, enter, leave&lt;br /&gt;
* Capacity&lt;br /&gt;
* Carried people (carried by other people)&lt;br /&gt;
* People carried by people in objects in objects carrying people&lt;br /&gt;
&lt;br /&gt;
= People inside items =&lt;br /&gt;
* Weight capacity&lt;br /&gt;
* Volume (too much detail?)&lt;br /&gt;
* Weight factor (old phole idea)&lt;br /&gt;
* Description for internal room of item (new field, or use edesc?)&lt;br /&gt;
* Virtual room, not real (set of rooms copied to virtual rooms per item SN)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
* add to IMESS&lt;br /&gt;
* Create a cosmology&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate Material plane&lt;br /&gt;
** Astral plane&lt;br /&gt;
** all 4 elemental planes&lt;br /&gt;
** Shadow&lt;br /&gt;
** Abyss (that sucker is huge)&lt;br /&gt;
** 9 layers of hell &amp;amp; their lords&lt;br /&gt;
* Make &amp;quot;paths&amp;quot; another plane?&lt;br /&gt;
* Some theoretical link to portals&lt;br /&gt;
* Affects relocate, summon&lt;br /&gt;
* Hometown per material plane? (defined in plane table?) (default to mid)&lt;br /&gt;
* Once people start plane travel, add colored icon to room title to indicate what plane you&#039;re in (or make this a special skill / spell) (help entry to explain icon key)&lt;br /&gt;
* Story outline for alternate plane&lt;br /&gt;
** Pre-Adril, or never was built here&lt;br /&gt;
** Defended against dragon attack&lt;br /&gt;
&lt;br /&gt;
= Races = &lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2324</id>
		<title>The Plot</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2324"/>
		<updated>2011-06-20T02:23:49Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Mobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters / Misc = &lt;br /&gt;
* make usable commands listed on character?&lt;br /&gt;
** possibly stupid&lt;br /&gt;
** would mean adding socials&lt;br /&gt;
** auto-add skill commands&lt;br /&gt;
** eliminates &amp;quot;do_not_hear&amp;quot; commands?&lt;br /&gt;
** cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?&lt;br /&gt;
* Do something with email address (optional)&lt;br /&gt;
** Send newbie guide, or some-such (word doc, or pdf or something)&lt;br /&gt;
* Move all the no* channel commands to a single command with toggles (setcom on one mud)&lt;br /&gt;
* Autoauction system&lt;br /&gt;
* &amp;lt;s&amp;gt;Retain free stat knowledge on an identified item&amp;lt;/s&amp;gt; - DONE&lt;br /&gt;
* (re)implement MSP&lt;br /&gt;
* FreeTrade system&lt;br /&gt;
** Wizards stock shops w/scrolls&lt;br /&gt;
** Warehouses make wares &amp;amp; transport them to places&lt;br /&gt;
** Transports can be hijacked&lt;br /&gt;
** Other classes make potions, weapons, etc&lt;br /&gt;
** Crafting skills&lt;br /&gt;
*** Potion recipies&lt;br /&gt;
*** Armor construction&lt;br /&gt;
*** Clothing construction&lt;br /&gt;
*** Food (cooking)&lt;br /&gt;
*** Enchantments to improve items&lt;br /&gt;
** Transport on boats&lt;br /&gt;
* People can carry people&lt;br /&gt;
* Items carry people (pokeballs!)&lt;br /&gt;
* Experience&lt;br /&gt;
** group bonus (based on group size?)&lt;br /&gt;
&lt;br /&gt;
* Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them&lt;br /&gt;
* Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something&lt;br /&gt;
* Jagang: back again to stimulating the market&lt;br /&gt;
* Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment&lt;br /&gt;
* Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - &amp;quot;Greater Fire Protection&amp;quot;, after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection&lt;br /&gt;
* Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur&#039;s potion - 10% more gold from monsters &lt;br /&gt;
* Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them &lt;br /&gt;
* Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item&lt;br /&gt;
* Jagang: make the players create items with their trade skills to level up on the trade&lt;br /&gt;
* Jagang: when they surpass a point , the lower level items will no longer level them&lt;br /&gt;
* Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up&lt;br /&gt;
* Jagang: it almost &amp;quot;forcibly&amp;quot; stimulates the market&lt;br /&gt;
&lt;br /&gt;
* Jagang: have it so the people can make their character a &amp;quot;free-play&amp;quot; character , where they play the mud like normal, or have a story mode option, where the player could follow a story line, &lt;br /&gt;
* Jagang: like starting life on a farm , with a family , losing the family devestatingly etc&lt;br /&gt;
* Jagang: maybe have a &amp;quot;plane&amp;quot; dedicated to it&lt;br /&gt;
* Jagang: On this plane , you start off where everyone else does , in the same &amp;quot;story&amp;quot; , but you can take it in whichever direction you want&lt;br /&gt;
* Jagang: I know that&#039;s kinda out there, but I think with some thought it could turn into something really interesting&lt;br /&gt;
* Jagang: yeah , it adds the &amp;quot;choice&amp;quot; for an rp element &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newbie Guide ==&lt;br /&gt;
* scripted&lt;br /&gt;
&lt;br /&gt;
== Assemble ==&lt;br /&gt;
* method to specify parts w/combine, instead of naming finished product, player names parts to put together&lt;br /&gt;
* allows multiple recipies for same item&lt;br /&gt;
* (crafting)&lt;br /&gt;
* Flag on each recipe for what crafting skill(s) are associated with recipe&lt;br /&gt;
** Cooking, alchemy, etc&lt;br /&gt;
* move assembles to their own list, instead of attached to finished object&lt;br /&gt;
&lt;br /&gt;
= PK System =&lt;br /&gt;
* Designated PK areas&lt;br /&gt;
* Attackers flagged as killer&lt;br /&gt;
** timer based on amount of killing done&lt;br /&gt;
** does not count down in rent? (or multiplier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
* Wars: clan vs clan, clan vs npc, clan vs ???)&lt;br /&gt;
* PK Element&lt;br /&gt;
* Castle, contained somewhere in the world&lt;br /&gt;
* Conquest (points involved)&lt;br /&gt;
* Hometown benefits (???)&lt;br /&gt;
* Build a town&lt;br /&gt;
** allow others to inhabit&lt;br /&gt;
** allow guilds to open&lt;br /&gt;
** shops&lt;br /&gt;
** taxes from shops and stuff go to clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guilds = &lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
# Knight (Warrior)&lt;br /&gt;
# Priest (Cleric / Paladin)&lt;br /&gt;
# Chronomancer (All spell casters)&lt;br /&gt;
# Spellweaver equivalent (Priest)&lt;br /&gt;
# Crypt Lord (Necromancer)&lt;br /&gt;
# Wizard (Sorcerer / Necromancer / Anti-Paladin)&lt;br /&gt;
# Spellweaver (Wizard)&lt;br /&gt;
# Hell Knight (Anti-Paladin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Add to IMESS&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
Ideas:&lt;br /&gt;
*Naturally stronger against undead&lt;br /&gt;
*Natural bonus to saving throws&lt;br /&gt;
*Naturally Immune to Disease&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* Enhance THROW&lt;br /&gt;
&lt;br /&gt;
=== Psionicist ===&lt;br /&gt;
* Psionic Body: + HP bonus&lt;br /&gt;
* Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower&lt;br /&gt;
* Psychic tattoos&lt;br /&gt;
* Extend power (reduces psp cost) (remort)&lt;br /&gt;
* Persistent power: Suspent maint cosst on random or specified power, extent power required&lt;br /&gt;
* Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power&lt;br /&gt;
* Trigger power: granted 1 per day, next spell no cast cost, or next X spells&lt;br /&gt;
* Verve: hp bonus&lt;br /&gt;
* Distract: hitroll penalty&lt;br /&gt;
* Apopsi: delete 1d4 memorized spells from target&lt;br /&gt;
* Body fuel: convert hp to psp&#039;s, or maybe stats (str con dex), only living can do it if in own body&lt;br /&gt;
* Ghost attack: Never misses a ghost in combat (perfect hitroll)&lt;br /&gt;
* Over power: stronger damage at hp sacrifice&lt;br /&gt;
* Talented: reduces personal cost of powerpower - Overpower required&lt;br /&gt;
* Astral plane spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Necro ===&lt;br /&gt;
* &amp;lt;s&amp;gt;rot spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;vamp spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Poly into objects&lt;br /&gt;
** Can&#039;t move&lt;br /&gt;
** Can&#039;t talk?&lt;br /&gt;
** Can be picked up&lt;br /&gt;
** Can send tells (telepathic?)&lt;br /&gt;
** Can&#039;t return unless on the ground&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Desperate Strike - less then x% hp, deal factor of damage&lt;br /&gt;
* Flashing blades - 50% chance of blocking attack&lt;br /&gt;
* balanced stance - prevents critical hits&lt;br /&gt;
* Thrill of victory - damage based on victim health vs char health&lt;br /&gt;
* deadly riposte - block attack and follow up with one attack&lt;br /&gt;
* disciplined stance - +ac, increasing chance to block attacks&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== SubClasses == &lt;br /&gt;
* Some require specific classes, or other sub-classes&lt;br /&gt;
* Some clash, so you cannot be a specific class or sub-class if you want to be this one&lt;br /&gt;
* Leave guild, lose all benefits&lt;br /&gt;
* Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class&lt;br /&gt;
* portion of exp gained goes towards guild level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpellCaster ===&lt;br /&gt;
* Every spellcaster gets ENHANCE POWER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== MindWarrior ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Crusader ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana Lord ===&lt;br /&gt;
Skills to draw mana from mana pools.&lt;br /&gt;
&lt;br /&gt;
Ability to craft items that will drain mana from a pool, stored for future use (receptacle-like).&lt;br /&gt;
&lt;br /&gt;
Turn some items into artifacts that increase mana pool of house.&lt;br /&gt;
&lt;br /&gt;
Items that allow caster to draw mana from house instead of zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Knight&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : Warrior&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - Doublestrike&lt;br /&gt;
    [ 1] - Maiden&#039;s Blessing&lt;br /&gt;
    [ 1] - Gallantry&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 1&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 2&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 3&lt;br /&gt;
    [ 1] - Dragon Slayer&lt;br /&gt;
    [ 1] - Arthur&#039;s Gift&lt;br /&gt;
    [ 1] - Chivalry&lt;br /&gt;
    [ 1] - Heroic Scream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Doublestrike&lt;br /&gt;
** Cost: Automatic&lt;br /&gt;
** Affect: If holding a weapon, the diceroll of that weapon is added to the damage done that attack.&lt;br /&gt;
** Max Learned is 30%&lt;br /&gt;
** Skill check required to add damage.&lt;br /&gt;
&lt;br /&gt;
* Maiden&#039;s Blessing&lt;br /&gt;
** Affect: +1 attack skill/spell&lt;br /&gt;
** Always on once practiced to 90%&lt;br /&gt;
&lt;br /&gt;
* Gallantry&lt;br /&gt;
** Affect: Increases maxhit by 10d10 and maxmove by 5d10&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 1&lt;br /&gt;
** Affect: (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 2&lt;br /&gt;
** Affect: (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 3&lt;br /&gt;
** Affect: (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Dragon Slayer&lt;br /&gt;
** Affect: Gives 10% + (level/10) fire resistance.&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Arthur&#039;s Gift&lt;br /&gt;
** Affect: +50 hp_regen, +15 move regen&lt;br /&gt;
** Duration: 12 hours&lt;br /&gt;
&lt;br /&gt;
* Chivalry&lt;br /&gt;
** Affect: Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25%, each other member of the group has their max hp increase by that amount.&lt;br /&gt;
** Duration: 24 hours&lt;br /&gt;
** Cost: 25 - 45 moves&lt;br /&gt;
&lt;br /&gt;
* Heroic Scream&lt;br /&gt;
** Affect: Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
&lt;br /&gt;
=== Spellweaver ===&lt;br /&gt;
&lt;br /&gt;
Creates &amp;quot;grant&amp;quot; scrolls&lt;br /&gt;
&lt;br /&gt;
* Masterful scroll casting&lt;br /&gt;
** Remort skill&lt;br /&gt;
** Not use scroll when cast&lt;br /&gt;
** Uses more mana from mana pool&lt;br /&gt;
** Bonus if you made that scroll?&lt;br /&gt;
&lt;br /&gt;
=== Chronomancer ===&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : N/A&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
    [30] - Time Fold (moved from Priest)&lt;br /&gt;
&lt;br /&gt;
* Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging, and move seemingly instantly thru space&lt;br /&gt;
&lt;br /&gt;
* Wrinkle  &lt;br /&gt;
** The minor aging spell will age its target, as well as dealing damage.&lt;br /&gt;
&lt;br /&gt;
* Geezer &lt;br /&gt;
** Major aging spell: The spell will cause the victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. &lt;br /&gt;
&lt;br /&gt;
* Stitch in Time&lt;br /&gt;
** Un-assemble an assembled item&lt;br /&gt;
** Un-damage a damaged item&lt;br /&gt;
** Unlock a door that was locked recently&lt;br /&gt;
&lt;br /&gt;
* Tempus Fugit &lt;br /&gt;
** Speed up time...&lt;br /&gt;
** On self or other people: gain an attack&lt;br /&gt;
&lt;br /&gt;
* Lethargy &lt;br /&gt;
** Slow down time... (opposite of tempus fugit)&lt;br /&gt;
** Reduce number of attacks&lt;br /&gt;
** Slows down disease... disease will do less damage   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* anachron age&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to age&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* anachron rejuvenate&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to get younger&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* accumulation&lt;br /&gt;
** decrease memorize and pray times&lt;br /&gt;
&lt;br /&gt;
* Delayed Aid: &lt;br /&gt;
** target foes only heal for 65% effectiveness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Flux:&lt;br /&gt;
&lt;br /&gt;
* Acceleration: For X seconds, all allies attack 20% faster&lt;br /&gt;
* Hindrance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell&lt;br /&gt;
* Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.&lt;br /&gt;
&lt;br /&gt;
* Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower&lt;br /&gt;
* Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower&lt;br /&gt;
* Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.&lt;br /&gt;
&lt;br /&gt;
Divination&lt;br /&gt;
&lt;br /&gt;
* Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.&lt;br /&gt;
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.&lt;br /&gt;
* Probability: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.&lt;br /&gt;
* Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.&lt;br /&gt;
&lt;br /&gt;
Anomaly:&lt;br /&gt;
&lt;br /&gt;
* Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.&lt;br /&gt;
* Downtime: Target foe is knocked down and loses 5....25 energy.&lt;br /&gt;
* Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.&lt;br /&gt;
* Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.&lt;br /&gt;
* Temporary Cometary: Temporal Ritual. For X seconds target foes cannot resurrect allies.&lt;br /&gt;
* I Can&#039;t Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Knight ===&lt;br /&gt;
&lt;br /&gt;
* transfers are spells you cast on yourself&lt;br /&gt;
* Transfers can only be one or two at a time&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** absorb damage&lt;br /&gt;
** absorb spells&lt;br /&gt;
** skill for each transfer&lt;br /&gt;
&lt;br /&gt;
* transfers to:&lt;br /&gt;
** stats (str, dex, etc)&lt;br /&gt;
** hp&lt;br /&gt;
** mana&lt;br /&gt;
** moves&lt;br /&gt;
** damroll&lt;br /&gt;
** hitroll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Spell Ideas:&lt;br /&gt;
*  Elation: Group effect-+2 strength, +2 Dex&lt;br /&gt;
*  Dolorous Motes: Creates a blinding haze of light that stuns mobs&lt;br /&gt;
*  Sustain: Elevates Hunger/thirst for set duration&lt;br /&gt;
*  Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon&lt;br /&gt;
*  Heaven&#039;s Trumpet: Blast of music paralyzes mob, unable to flee or melee.&lt;br /&gt;
&lt;br /&gt;
Race Specific Spell Ideas:&lt;br /&gt;
&lt;br /&gt;
* Dwarven Lore-it augments the existing  bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it ([[Race: Dwarf]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neat Name for a Spell-Faerinaal&#039;s Hymn&lt;br /&gt;
&lt;br /&gt;
=== Avenging Executioner ===&lt;br /&gt;
* warrior or thief only?&lt;br /&gt;
* no guild hall, use a lone NPC that grants this&lt;br /&gt;
* 15 dex to join, allows modified DEX to go to 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** bloody blade&lt;br /&gt;
** sudden strike&lt;br /&gt;
** sudden strike +1&lt;br /&gt;
** sudden strike +2&lt;br /&gt;
** rapid intimidation&lt;br /&gt;
** dread blade&lt;br /&gt;
** bloody murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Mage ===&lt;br /&gt;
* Blood magi are deceased spellcasters who gain an understanding of blood&#039;s importance when returned to life.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Must be a Ninja, if you want to remort to another class, you have to resign from guild first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Assassin&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Experience&lt;br /&gt;
  Per level Bonuses          : HP(4) &lt;br /&gt;
  Regen bonuses              : HP(15%) Move(10%)&lt;br /&gt;
  Required natural stats to join:&lt;br /&gt;
    dexterity: 15&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
&lt;br /&gt;
* burst of speed - attack / move increase&lt;br /&gt;
* cloak of shadows - sneak / hide&lt;br /&gt;
* poison blade - coat piercing weapon with poison&lt;br /&gt;
* tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks&lt;br /&gt;
* fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.&lt;br /&gt;
* claws of thunder - Charge Up Skill: Using her weapon&#039;s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* Maybe an advanced sneak skill, that would allow you to sneak past &amp;quot;guard&amp;quot; type mobs - low success rate - failure initiates battle...&lt;br /&gt;
&lt;br /&gt;
* Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required.  Higher skills, almost all sneaky bastards.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
*Iced Fire-causes any Ice, terrian etc, to burst into flame.&lt;br /&gt;
*Rogue&#039;s Stab-target gain&#039;s 1d6 sneak attack damage. [[(Class: Thief)]]&lt;br /&gt;
*Develin&#039;s Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.&lt;br /&gt;
*Parry-Deflect an opponent&#039;s weapon, possibility of making them drop it.&lt;br /&gt;
*Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.&lt;br /&gt;
&lt;br /&gt;
=== Archmage ===&lt;br /&gt;
* The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.&lt;br /&gt;
&lt;br /&gt;
=== Planar Champion ===&lt;br /&gt;
* Warrior-type class&lt;br /&gt;
* Plane slip: move between some planes almost at will&lt;br /&gt;
* Female?&lt;br /&gt;
* Some portal spells&lt;br /&gt;
* Close any portal&lt;br /&gt;
* R: 4 ranks of plane knowledge?&lt;br /&gt;
* R: Weapon specialization (maybe superb at X weapon skills)&lt;br /&gt;
* R: Visited two other planes (not home plane)&lt;br /&gt;
* Special spells / skills&lt;br /&gt;
* Granted detect invis&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
* These things depend on guild level&lt;br /&gt;
&lt;br /&gt;
=== Planeshifter ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Gatecrasher ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Divine Agent ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight (Phase 2) ===&lt;br /&gt;
&lt;br /&gt;
* Possible Future&lt;br /&gt;
** Receives a special &amp;quot;guild sword&amp;quot; upon joining; &lt;br /&gt;
** CON bonus (over 18?)&lt;br /&gt;
** guild sword upgrades as guild level increases&lt;br /&gt;
** xxx: reduce maxhit for +hitroll&lt;br /&gt;
** xxx: reduce maxhit for +damroll&lt;br /&gt;
** xxx: do more damage, draining your own hp&lt;br /&gt;
** Stat draining spells? (respect caps)&lt;br /&gt;
** Demonic flesh - sacrifice HP to increase max HP&lt;br /&gt;
** Life siphon - constant hp drain from victim to caster&lt;br /&gt;
** Agony - sacrifice 10% hp to do area damage&lt;br /&gt;
** Soul leech - for X seconds, whenever target attacks, hp is transferred to caster&lt;br /&gt;
** putrid explosion - blow up a corpse for area damage&lt;br /&gt;
** (maybe necro) soul feast - drain corpse for hp&lt;br /&gt;
** Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp&lt;br /&gt;
&lt;br /&gt;
* other possible skills&lt;br /&gt;
** Drain 	Absorbs HP.&lt;br /&gt;
** Demi 	Reduces enemy HP by 25%.&lt;br /&gt;
** Confuse 	Confuses an enemy.&lt;br /&gt;
** Break 	Petrifies an enemy.&lt;br /&gt;
** Bio 	Poisons an enemy.&lt;br /&gt;
** Doom 	Enemy is inflicted with Doom and is killed when the counter reaches 0.&lt;br /&gt;
** Death 	Instantly kills one enemy.&lt;br /&gt;
** Black Sky 	Enemies take random damage.&lt;br /&gt;
** Charon 	Kills an enemy, but also sacrifices yourself.&lt;br /&gt;
** Stoneproof 	Immune against Petrification.&lt;br /&gt;
** Confuseproof 	Immune against Confusion.&lt;br /&gt;
** Curseproof 	Immune against Curse.&lt;br /&gt;
** Deathproof 	Immune against Death&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
* Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further&lt;br /&gt;
* Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them&lt;br /&gt;
* Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)&lt;br /&gt;
* Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc&lt;br /&gt;
* Jagang: make a pet death penalty , so if it dies , you can&#039;t rez it back for like 8 mud hours or something&lt;br /&gt;
* Jagang: or just make the rezzing a granted&lt;br /&gt;
* Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Incarnum ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random Ideas ===&lt;br /&gt;
dungeon delver 	CAd 	42 	In many ways, the dungeon delver is the ultimate adventuring rogue.&lt;br /&gt;
&lt;br /&gt;
elven high mage 	Rac 	182 	Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.&lt;br /&gt;
&lt;br /&gt;
weaponmaster&lt;br /&gt;
&lt;br /&gt;
runecaster 	PG 	69 	Those that choose to master the ability to create runes of power are runecasters.&lt;br /&gt;
&lt;br /&gt;
* tricks&lt;br /&gt;
** back on your feet (scoundrel p85)&lt;br /&gt;
** clarity of vision (det inv for 1 turn)&lt;br /&gt;
** escape attack (flee / backstab)&lt;br /&gt;
** point it out (scoundrel p88)&lt;br /&gt;
** spot weak point (scoundrel p89)&lt;br /&gt;
** sudden draw (scoundrel p89)&lt;br /&gt;
** advantageous avoidance (added hitroll, miss aggro every time)&lt;br /&gt;
** chant of the long road (bard, group: movement increase or fly)&lt;br /&gt;
** chord of distraction (bard, scoundrel p75)&lt;br /&gt;
** concussion attack&lt;br /&gt;
&lt;br /&gt;
* Table this for something else&lt;br /&gt;
** Summon spirits to give abilities (pact magic?)&lt;br /&gt;
*** Spirits level?&lt;br /&gt;
*** Gives necro affect&lt;br /&gt;
*** Each spirit has different affect&lt;br /&gt;
&lt;br /&gt;
== Newbie Guild ==&lt;br /&gt;
* -- just a random idea&lt;br /&gt;
* Max level of 10&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
* Guild level gains&lt;br /&gt;
* Requires registration to gain crafting skills (join guild)&lt;br /&gt;
* Limited numbers of guilds you can join&lt;br /&gt;
* Leave guild, skills not granted from other guilds slowly go down until 0&lt;br /&gt;
* Charge to join? (depends how many guilds already in... dedication fee)&lt;br /&gt;
* Build guild houses&lt;br /&gt;
* May have to join guild again in alternate plane to get benefits there&lt;br /&gt;
* Plane restrictions only matter in material planes&lt;br /&gt;
&lt;br /&gt;
* Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc&lt;br /&gt;
* Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mapper ===&lt;br /&gt;
Jagang: being that you said it figures out the trail, maybe we could have a side&lt;br /&gt;
-tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in&lt;br /&gt;
&lt;br /&gt;
Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum, &lt;br /&gt;
&lt;br /&gt;
Jagang: like a path, but shown on the paper&lt;br /&gt;
&lt;br /&gt;
Jagang: then they could sell them in their shops&lt;br /&gt;
&lt;br /&gt;
Jagang: &amp;quot;A map from Midgaard to New Thalos - 10 Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them&lt;br /&gt;
&lt;br /&gt;
Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk&lt;br /&gt;
&lt;br /&gt;
Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis&lt;br /&gt;
&lt;br /&gt;
Jagang: otherwise it would get ugly&lt;br /&gt;
&lt;br /&gt;
Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Jagang is working on details of ingredients and combinations&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Not so difficult, maybe a simple quest to make a potion&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Receives a special &amp;quot;newbie alchemical container&amp;quot; upon joining&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Alchemist&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : Profession&lt;br /&gt;
  Required to level          : Potion skill usage&lt;br /&gt;
  Per level Bonuses          : Move(4) &lt;br /&gt;
  Regen bonuses              : Move(15%) Mana(5%) &lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - make potions one&lt;br /&gt;
    [ 2] - make potions two&lt;br /&gt;
    [ 2[ - forage&lt;br /&gt;
    [ 3] - make potions three&lt;br /&gt;
    [ 4] - make potions four&lt;br /&gt;
    [ 5] - make potions five&lt;br /&gt;
    [ 6] - make potions six&lt;br /&gt;
    [ 7] - make potions seven&lt;br /&gt;
    [ 8] - make potions eight&lt;br /&gt;
    [ 9] - make potions nine&lt;br /&gt;
    [10] - make potions ten&lt;br /&gt;
&lt;br /&gt;
* cure light&lt;br /&gt;
* cure serious&lt;br /&gt;
* heal&lt;br /&gt;
* restore&lt;br /&gt;
* high heal&lt;br /&gt;
* mana healing&lt;br /&gt;
* cure poison&lt;br /&gt;
* cure disease&lt;br /&gt;
* poison (usable on weapons?)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions&lt;br /&gt;
* to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level.  they have to try level 2 spells to cause the level 2 skill to go up.  if they try the level 3 potions it will always fail with no skill increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* potions&lt;br /&gt;
** XXX&lt;br /&gt;
*** Ingredient 1 (x1)&lt;br /&gt;
*** Ingredient 2 (x2)&lt;br /&gt;
*** Ingredient 3 (x1)&lt;br /&gt;
&lt;br /&gt;
* Notes&lt;br /&gt;
** Ingredients are placed into an alchemical container, filled with water, then results are generated&lt;br /&gt;
** Must buy empty bottles from the guild?&lt;br /&gt;
** Bottles are automatically filled, or deleted and the right potion loaded&lt;br /&gt;
&lt;br /&gt;
* Forage skill&lt;br /&gt;
** flag on room that plants to forage are here&lt;br /&gt;
** pct load to build them up over time?  or just one, that repops&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
Jagang: and if you see an herb , but don&#039;t have it in your knowledge base&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jagang: could also have a book - with pages all over the mud&lt;br /&gt;
&lt;br /&gt;
Jagang: like an herb dictionary&lt;br /&gt;
&lt;br /&gt;
Jagang: and have a way for ppl to progressively learn the herbs over time&lt;br /&gt;
&lt;br /&gt;
Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Taken from Witch...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race: Template&lt;br /&gt;
From AddictWiki&lt;br /&gt;
Natural resistances / weaknesses: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Perm Affects: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Regen: (hp/mana/moves/psp) &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Misc: &lt;br /&gt;
*Would only be female (maybe)&lt;br /&gt;
*Could have a familiar that was bound to them.&lt;br /&gt;
*Main Key to them would be they could Brew potions and make elixirs.&lt;br /&gt;
... &lt;br /&gt;
Ideas: &lt;br /&gt;
* Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i&#039;m a pain) syntax would be use herb mixing at &amp;lt;desired result&amp;gt; ie&lt;br /&gt;
herb mixing at kiss poison.  The skill would check for needed items in inventory and remove them automatically.  Would take a set number of tics to create the item.  &lt;br /&gt;
&lt;br /&gt;
*Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.&lt;br /&gt;
&lt;br /&gt;
* Also let them be able to create wands.  Must have a wand of nothing, these would load randomly in the MUD.  Learn this skill at a higher level.  Witch could charge the wand with any of their known spells, syntax use wandmaking at &amp;lt;spell&amp;gt;. Takes a set # of tics, and we&#039;d have to settle on an amount of charges.&lt;br /&gt;
&lt;br /&gt;
* Brew potion-same type of idea as above.  List of reagants still debating.  syntax use Brew potion at &amp;lt;desired result&amp;gt;.  Would require a Cauldron(hmm could this simply be in the same room as them?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Questions / Issues: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Special help files to be created: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Spells / Skills: &lt;br /&gt;
*Bless&lt;br /&gt;
*Calm&lt;br /&gt;
*Cure Disease&lt;br /&gt;
*Drain Life&lt;br /&gt;
*Dream-Witch can create a &amp;quot;dream&amp;quot; of whatever they wish the person/mob to see in the room.  (like a shadow or mirror image of themself)&lt;br /&gt;
*Guidance&lt;br /&gt;
*Harm&lt;br /&gt;
*Herbal Enhancements&lt;br /&gt;
*Intuitions&lt;br /&gt;
*Holy Symbol&lt;br /&gt;
*Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.&lt;br /&gt;
*Lifekeeping&lt;br /&gt;
*Major Healing&lt;br /&gt;
*Nature&#039;s Strength&lt;br /&gt;
*Nature&#039;s Tongues&lt;br /&gt;
*Neutralize Poison-&lt;br /&gt;
*Restoration&lt;br /&gt;
*Summon Animal-maybe based on align whether they can do this or not and what they can summon?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level  Name  Description  &lt;br /&gt;
0  xx  xx&lt;br /&gt;
&lt;br /&gt;
=== Witch (random name) ===&lt;br /&gt;
 thinking last night (about a book)... thought I&#039;d put it out there... a class&lt;br /&gt;
 that has a MAJOR amount of mana... like say, 1,000,000 mana... but it will&lt;br /&gt;
 never regen... they can&#039;t memorize, they get no grants... when they get to&lt;br /&gt;
 0 mana, they cannot cast spells anymore... we could add diff things, like&lt;br /&gt;
 quests that will regen some mana, and they will get things like castcost&lt;br /&gt;
 remort option to make their mana last longer... and when they remort, what&lt;br /&gt;
 level they remort as will determine how much mana they get back.. like if&lt;br /&gt;
 their max is 1m, they have to get to level 65 to get that 1m regen&#039;d (or&lt;br /&gt;
 maybe only 800k)... if they remort at level 31, they only get 200k mana.&lt;br /&gt;
&lt;br /&gt;
I kind of consider that this could be a sub-class that could be bolted on to any spell casting class... but resigning from it could only be done if you remort multiple times at 65, or something difficult that needs to be done... &lt;br /&gt;
&lt;br /&gt;
random thoughts... would need a lot of thought before actually implementing...&lt;br /&gt;
&lt;br /&gt;
=== Herbalist ===&lt;br /&gt;
&lt;br /&gt;
* can forage for herbs  / plants&lt;br /&gt;
&lt;br /&gt;
=== Leather Worker ===&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
* Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear&lt;br /&gt;
* Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear&lt;br /&gt;
* Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud&lt;br /&gt;
* Jagang: that way not everyone is wearing the same gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Farmer ===&lt;br /&gt;
* Gets land to plant (one room)&lt;br /&gt;
* purchase more land (or gets more as guild level goes up)&lt;br /&gt;
* Grows food&lt;br /&gt;
** Grain&lt;br /&gt;
** Fruits&lt;br /&gt;
** Veggies&lt;br /&gt;
* Sells to shops or cooks&lt;br /&gt;
* Farming skill&lt;br /&gt;
&lt;br /&gt;
=== Baker ===&lt;br /&gt;
* Makes food (cooks)&lt;br /&gt;
* Cooking skill&lt;br /&gt;
* Can own a shop? (bakery only, high guild level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shopkeeper ===&lt;br /&gt;
* General shopkeeper&lt;br /&gt;
* Owns lots and lots of shops&lt;br /&gt;
* shop count dependent on guild level&lt;br /&gt;
* buy license in each town (including clan towns, unless you are in that clan)&lt;br /&gt;
* No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging&lt;br /&gt;
* Must join guild again in other material planes, this means another guild level&lt;br /&gt;
&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
&lt;br /&gt;
=== Chandlestick maker ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
* Better shop rates&lt;br /&gt;
* CHA: (some min number)&lt;br /&gt;
* Necro: No&lt;br /&gt;
* Haggle bonus&lt;br /&gt;
* Create own shops (guild level required)&lt;br /&gt;
** Hire NPC&#039;s to run&lt;br /&gt;
** Privitize existing shops&lt;br /&gt;
** Option to allow players to sell to shops&lt;br /&gt;
** Shop limit (determined by guild level?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jeweler ===&lt;br /&gt;
* DEX: (some min number)&lt;br /&gt;
* Refine gem:&lt;br /&gt;
** Increase value&lt;br /&gt;
** reduce size&lt;br /&gt;
** smaller gem=higher risk/higher skill check&lt;br /&gt;
** PSI Bonus&lt;br /&gt;
** Naturally increases recepticle limit&lt;br /&gt;
** Positivly affects insets?&lt;br /&gt;
* Remove inset from thief, give to guild&lt;br /&gt;
* Can own a shop&lt;br /&gt;
* Miner skill? (would need mining spots)&lt;br /&gt;
* Metal worker skill (guild level required?)&lt;br /&gt;
&lt;br /&gt;
= Misc =&lt;br /&gt;
* Weapons&lt;br /&gt;
** Each weapon has a set type&lt;br /&gt;
** Class restrictions base on weapon type&lt;br /&gt;
** assign skills to each class to match weapon type&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Change PC attacks back to skills and flags&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mobs = &lt;br /&gt;
* Steal memorized spells&lt;br /&gt;
* Steal mana&lt;br /&gt;
* What mob casts &amp;amp; how is based on what they have available (AI)&lt;br /&gt;
* Spell list stored on proto, when loaded populate active mob skills&lt;br /&gt;
** mob sn&lt;br /&gt;
** spell id&lt;br /&gt;
** Flag(s)&lt;br /&gt;
* Rentable pets - store in mysql&lt;br /&gt;
* Purge active_mob_skills table on boot&lt;br /&gt;
* Tactive_mob_skills_mem table&lt;br /&gt;
* move memorize from db to memory? (or conditions in code for mob vs player)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
* summonable&lt;br /&gt;
* rentable&lt;br /&gt;
* can level&lt;br /&gt;
* can learn skills and spells&lt;br /&gt;
* can memorize&lt;br /&gt;
* can be granted spells&lt;br /&gt;
* perhaps all spells are granted?&lt;br /&gt;
&lt;br /&gt;
= Newbies =&lt;br /&gt;
* Better help&lt;br /&gt;
* Revise start newbie town (again)&lt;br /&gt;
* More hints&lt;br /&gt;
* Some sort of automated newbie guide? (Does the start town work for this already?)&lt;br /&gt;
&lt;br /&gt;
= World =&lt;br /&gt;
* Planes&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate material plane&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
* Larger, more fleshed out world&lt;br /&gt;
* Vehicles&lt;br /&gt;
* Boats (passangers)&lt;br /&gt;
* Auto-mapper?&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
* Types&lt;br /&gt;
** Leather&lt;br /&gt;
** Wood&lt;br /&gt;
** Steel&lt;br /&gt;
** Alchemy&lt;br /&gt;
** Mage (scroll / staff)&lt;br /&gt;
** Food&lt;br /&gt;
** Miner&lt;br /&gt;
&lt;br /&gt;
* Gather ingredients &amp;amp; assemble them&lt;br /&gt;
* Binding item? (ala ffxi crystals)&lt;br /&gt;
&lt;br /&gt;
= Transportation = &lt;br /&gt;
* Objects&lt;br /&gt;
* Flag: passengers- inside/outide/both/windows/driver in/out&lt;br /&gt;
* Char cmd flag: in, out, mount, ride, enter, leave&lt;br /&gt;
* Capacity&lt;br /&gt;
* Carried people (carried by other people)&lt;br /&gt;
* People carried by people in objects in objects carrying people&lt;br /&gt;
&lt;br /&gt;
= People inside items =&lt;br /&gt;
* Weight capacity&lt;br /&gt;
* Volume (too much detail?)&lt;br /&gt;
* Weight factor (old phole idea)&lt;br /&gt;
* Description for internal room of item (new field, or use edesc?)&lt;br /&gt;
* Virtual room, not real (set of rooms copied to virtual rooms per item SN)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
* add to IMESS&lt;br /&gt;
* Create a cosmology&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate Material plane&lt;br /&gt;
** Astral plane&lt;br /&gt;
** all 4 elemental planes&lt;br /&gt;
** Shadow&lt;br /&gt;
** Abyss (that sucker is huge)&lt;br /&gt;
** 9 layers of hell &amp;amp; their lords&lt;br /&gt;
* Make &amp;quot;paths&amp;quot; another plane?&lt;br /&gt;
* Some theoretical link to portals&lt;br /&gt;
* Affects relocate, summon&lt;br /&gt;
* Hometown per material plane? (defined in plane table?) (default to mid)&lt;br /&gt;
* Once people start plane travel, add colored icon to room title to indicate what plane you&#039;re in (or make this a special skill / spell) (help entry to explain icon key)&lt;br /&gt;
* Story outline for alternate plane&lt;br /&gt;
** Pre-Adril, or never was built here&lt;br /&gt;
** Defended against dragon attack&lt;br /&gt;
&lt;br /&gt;
= Races = &lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2323</id>
		<title>The Plot</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2323"/>
		<updated>2011-06-20T02:22:49Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters / Misc = &lt;br /&gt;
* make usable commands listed on character?&lt;br /&gt;
** possibly stupid&lt;br /&gt;
** would mean adding socials&lt;br /&gt;
** auto-add skill commands&lt;br /&gt;
** eliminates &amp;quot;do_not_hear&amp;quot; commands?&lt;br /&gt;
** cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?&lt;br /&gt;
* Do something with email address (optional)&lt;br /&gt;
** Send newbie guide, or some-such (word doc, or pdf or something)&lt;br /&gt;
* Move all the no* channel commands to a single command with toggles (setcom on one mud)&lt;br /&gt;
* Autoauction system&lt;br /&gt;
* &amp;lt;s&amp;gt;Retain free stat knowledge on an identified item&amp;lt;/s&amp;gt; - DONE&lt;br /&gt;
* (re)implement MSP&lt;br /&gt;
* FreeTrade system&lt;br /&gt;
** Wizards stock shops w/scrolls&lt;br /&gt;
** Warehouses make wares &amp;amp; transport them to places&lt;br /&gt;
** Transports can be hijacked&lt;br /&gt;
** Other classes make potions, weapons, etc&lt;br /&gt;
** Crafting skills&lt;br /&gt;
*** Potion recipies&lt;br /&gt;
*** Armor construction&lt;br /&gt;
*** Clothing construction&lt;br /&gt;
*** Food (cooking)&lt;br /&gt;
*** Enchantments to improve items&lt;br /&gt;
** Transport on boats&lt;br /&gt;
* People can carry people&lt;br /&gt;
* Items carry people (pokeballs!)&lt;br /&gt;
* Experience&lt;br /&gt;
** group bonus (based on group size?)&lt;br /&gt;
&lt;br /&gt;
* Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them&lt;br /&gt;
* Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something&lt;br /&gt;
* Jagang: back again to stimulating the market&lt;br /&gt;
* Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment&lt;br /&gt;
* Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - &amp;quot;Greater Fire Protection&amp;quot;, after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection&lt;br /&gt;
* Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur&#039;s potion - 10% more gold from monsters &lt;br /&gt;
* Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them &lt;br /&gt;
* Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item&lt;br /&gt;
* Jagang: make the players create items with their trade skills to level up on the trade&lt;br /&gt;
* Jagang: when they surpass a point , the lower level items will no longer level them&lt;br /&gt;
* Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up&lt;br /&gt;
* Jagang: it almost &amp;quot;forcibly&amp;quot; stimulates the market&lt;br /&gt;
&lt;br /&gt;
* Jagang: have it so the people can make their character a &amp;quot;free-play&amp;quot; character , where they play the mud like normal, or have a story mode option, where the player could follow a story line, &lt;br /&gt;
* Jagang: like starting life on a farm , with a family , losing the family devestatingly etc&lt;br /&gt;
* Jagang: maybe have a &amp;quot;plane&amp;quot; dedicated to it&lt;br /&gt;
* Jagang: On this plane , you start off where everyone else does , in the same &amp;quot;story&amp;quot; , but you can take it in whichever direction you want&lt;br /&gt;
* Jagang: I know that&#039;s kinda out there, but I think with some thought it could turn into something really interesting&lt;br /&gt;
* Jagang: yeah , it adds the &amp;quot;choice&amp;quot; for an rp element &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newbie Guide ==&lt;br /&gt;
* scripted&lt;br /&gt;
&lt;br /&gt;
== Assemble ==&lt;br /&gt;
* method to specify parts w/combine, instead of naming finished product, player names parts to put together&lt;br /&gt;
* allows multiple recipies for same item&lt;br /&gt;
* (crafting)&lt;br /&gt;
* Flag on each recipe for what crafting skill(s) are associated with recipe&lt;br /&gt;
** Cooking, alchemy, etc&lt;br /&gt;
* move assembles to their own list, instead of attached to finished object&lt;br /&gt;
&lt;br /&gt;
= PK System =&lt;br /&gt;
* Designated PK areas&lt;br /&gt;
* Attackers flagged as killer&lt;br /&gt;
** timer based on amount of killing done&lt;br /&gt;
** does not count down in rent? (or multiplier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
* Wars: clan vs clan, clan vs npc, clan vs ???)&lt;br /&gt;
* PK Element&lt;br /&gt;
* Castle, contained somewhere in the world&lt;br /&gt;
* Conquest (points involved)&lt;br /&gt;
* Hometown benefits (???)&lt;br /&gt;
* Build a town&lt;br /&gt;
** allow others to inhabit&lt;br /&gt;
** allow guilds to open&lt;br /&gt;
** shops&lt;br /&gt;
** taxes from shops and stuff go to clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guilds = &lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
# Knight (Warrior)&lt;br /&gt;
# Priest (Cleric / Paladin)&lt;br /&gt;
# Chronomancer (All spell casters)&lt;br /&gt;
# Spellweaver equivalent (Priest)&lt;br /&gt;
# Crypt Lord (Necromancer)&lt;br /&gt;
# Wizard (Sorcerer / Necromancer / Anti-Paladin)&lt;br /&gt;
# Spellweaver (Wizard)&lt;br /&gt;
# Hell Knight (Anti-Paladin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Add to IMESS&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
Ideas:&lt;br /&gt;
*Naturally stronger against undead&lt;br /&gt;
*Natural bonus to saving throws&lt;br /&gt;
*Naturally Immune to Disease&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* Enhance THROW&lt;br /&gt;
&lt;br /&gt;
=== Psionicist ===&lt;br /&gt;
* Psionic Body: + HP bonus&lt;br /&gt;
* Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower&lt;br /&gt;
* Psychic tattoos&lt;br /&gt;
* Extend power (reduces psp cost) (remort)&lt;br /&gt;
* Persistent power: Suspent maint cosst on random or specified power, extent power required&lt;br /&gt;
* Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power&lt;br /&gt;
* Trigger power: granted 1 per day, next spell no cast cost, or next X spells&lt;br /&gt;
* Verve: hp bonus&lt;br /&gt;
* Distract: hitroll penalty&lt;br /&gt;
* Apopsi: delete 1d4 memorized spells from target&lt;br /&gt;
* Body fuel: convert hp to psp&#039;s, or maybe stats (str con dex), only living can do it if in own body&lt;br /&gt;
* Ghost attack: Never misses a ghost in combat (perfect hitroll)&lt;br /&gt;
* Over power: stronger damage at hp sacrifice&lt;br /&gt;
* Talented: reduces personal cost of powerpower - Overpower required&lt;br /&gt;
* Astral plane spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Necro ===&lt;br /&gt;
* &amp;lt;s&amp;gt;rot spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;vamp spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Poly into objects&lt;br /&gt;
** Can&#039;t move&lt;br /&gt;
** Can&#039;t talk?&lt;br /&gt;
** Can be picked up&lt;br /&gt;
** Can send tells (telepathic?)&lt;br /&gt;
** Can&#039;t return unless on the ground&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Desperate Strike - less then x% hp, deal factor of damage&lt;br /&gt;
* Flashing blades - 50% chance of blocking attack&lt;br /&gt;
* balanced stance - prevents critical hits&lt;br /&gt;
* Thrill of victory - damage based on victim health vs char health&lt;br /&gt;
* deadly riposte - block attack and follow up with one attack&lt;br /&gt;
* disciplined stance - +ac, increasing chance to block attacks&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== SubClasses == &lt;br /&gt;
* Some require specific classes, or other sub-classes&lt;br /&gt;
* Some clash, so you cannot be a specific class or sub-class if you want to be this one&lt;br /&gt;
* Leave guild, lose all benefits&lt;br /&gt;
* Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class&lt;br /&gt;
* portion of exp gained goes towards guild level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpellCaster ===&lt;br /&gt;
* Every spellcaster gets ENHANCE POWER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== MindWarrior ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Crusader ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana Lord ===&lt;br /&gt;
Skills to draw mana from mana pools.&lt;br /&gt;
&lt;br /&gt;
Ability to craft items that will drain mana from a pool, stored for future use (receptacle-like).&lt;br /&gt;
&lt;br /&gt;
Turn some items into artifacts that increase mana pool of house.&lt;br /&gt;
&lt;br /&gt;
Items that allow caster to draw mana from house instead of zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Knight&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : Warrior&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - Doublestrike&lt;br /&gt;
    [ 1] - Maiden&#039;s Blessing&lt;br /&gt;
    [ 1] - Gallantry&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 1&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 2&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 3&lt;br /&gt;
    [ 1] - Dragon Slayer&lt;br /&gt;
    [ 1] - Arthur&#039;s Gift&lt;br /&gt;
    [ 1] - Chivalry&lt;br /&gt;
    [ 1] - Heroic Scream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Doublestrike&lt;br /&gt;
** Cost: Automatic&lt;br /&gt;
** Affect: If holding a weapon, the diceroll of that weapon is added to the damage done that attack.&lt;br /&gt;
** Max Learned is 30%&lt;br /&gt;
** Skill check required to add damage.&lt;br /&gt;
&lt;br /&gt;
* Maiden&#039;s Blessing&lt;br /&gt;
** Affect: +1 attack skill/spell&lt;br /&gt;
** Always on once practiced to 90%&lt;br /&gt;
&lt;br /&gt;
* Gallantry&lt;br /&gt;
** Affect: Increases maxhit by 10d10 and maxmove by 5d10&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 1&lt;br /&gt;
** Affect: (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 2&lt;br /&gt;
** Affect: (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 3&lt;br /&gt;
** Affect: (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Dragon Slayer&lt;br /&gt;
** Affect: Gives 10% + (level/10) fire resistance.&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Arthur&#039;s Gift&lt;br /&gt;
** Affect: +50 hp_regen, +15 move regen&lt;br /&gt;
** Duration: 12 hours&lt;br /&gt;
&lt;br /&gt;
* Chivalry&lt;br /&gt;
** Affect: Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25%, each other member of the group has their max hp increase by that amount.&lt;br /&gt;
** Duration: 24 hours&lt;br /&gt;
** Cost: 25 - 45 moves&lt;br /&gt;
&lt;br /&gt;
* Heroic Scream&lt;br /&gt;
** Affect: Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
&lt;br /&gt;
=== Spellweaver ===&lt;br /&gt;
&lt;br /&gt;
Creates &amp;quot;grant&amp;quot; scrolls&lt;br /&gt;
&lt;br /&gt;
* Masterful scroll casting&lt;br /&gt;
** Remort skill&lt;br /&gt;
** Not use scroll when cast&lt;br /&gt;
** Uses more mana from mana pool&lt;br /&gt;
** Bonus if you made that scroll?&lt;br /&gt;
&lt;br /&gt;
=== Chronomancer ===&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : N/A&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
    [30] - Time Fold (moved from Priest)&lt;br /&gt;
&lt;br /&gt;
* Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging, and move seemingly instantly thru space&lt;br /&gt;
&lt;br /&gt;
* Wrinkle  &lt;br /&gt;
** The minor aging spell will age its target, as well as dealing damage.&lt;br /&gt;
&lt;br /&gt;
* Geezer &lt;br /&gt;
** Major aging spell: The spell will cause the victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. &lt;br /&gt;
&lt;br /&gt;
* Stitch in Time&lt;br /&gt;
** Un-assemble an assembled item&lt;br /&gt;
** Un-damage a damaged item&lt;br /&gt;
** Unlock a door that was locked recently&lt;br /&gt;
&lt;br /&gt;
* Tempus Fugit &lt;br /&gt;
** Speed up time...&lt;br /&gt;
** On self or other people: gain an attack&lt;br /&gt;
&lt;br /&gt;
* Lethargy &lt;br /&gt;
** Slow down time... (opposite of tempus fugit)&lt;br /&gt;
** Reduce number of attacks&lt;br /&gt;
** Slows down disease... disease will do less damage   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* anachron age&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to age&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* anachron rejuvenate&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to get younger&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* accumulation&lt;br /&gt;
** decrease memorize and pray times&lt;br /&gt;
&lt;br /&gt;
* Delayed Aid: &lt;br /&gt;
** target foes only heal for 65% effectiveness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Flux:&lt;br /&gt;
&lt;br /&gt;
* Acceleration: For X seconds, all allies attack 20% faster&lt;br /&gt;
* Hindrance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell&lt;br /&gt;
* Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.&lt;br /&gt;
&lt;br /&gt;
* Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower&lt;br /&gt;
* Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower&lt;br /&gt;
* Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.&lt;br /&gt;
&lt;br /&gt;
Divination&lt;br /&gt;
&lt;br /&gt;
* Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.&lt;br /&gt;
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.&lt;br /&gt;
* Probability: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.&lt;br /&gt;
* Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.&lt;br /&gt;
&lt;br /&gt;
Anomaly:&lt;br /&gt;
&lt;br /&gt;
* Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.&lt;br /&gt;
* Downtime: Target foe is knocked down and loses 5....25 energy.&lt;br /&gt;
* Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.&lt;br /&gt;
* Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.&lt;br /&gt;
* Temporary Cometary: Temporal Ritual. For X seconds target foes cannot resurrect allies.&lt;br /&gt;
* I Can&#039;t Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Knight ===&lt;br /&gt;
&lt;br /&gt;
* transfers are spells you cast on yourself&lt;br /&gt;
* Transfers can only be one or two at a time&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** absorb damage&lt;br /&gt;
** absorb spells&lt;br /&gt;
** skill for each transfer&lt;br /&gt;
&lt;br /&gt;
* transfers to:&lt;br /&gt;
** stats (str, dex, etc)&lt;br /&gt;
** hp&lt;br /&gt;
** mana&lt;br /&gt;
** moves&lt;br /&gt;
** damroll&lt;br /&gt;
** hitroll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Spell Ideas:&lt;br /&gt;
*  Elation: Group effect-+2 strength, +2 Dex&lt;br /&gt;
*  Dolorous Motes: Creates a blinding haze of light that stuns mobs&lt;br /&gt;
*  Sustain: Elevates Hunger/thirst for set duration&lt;br /&gt;
*  Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon&lt;br /&gt;
*  Heaven&#039;s Trumpet: Blast of music paralyzes mob, unable to flee or melee.&lt;br /&gt;
&lt;br /&gt;
Race Specific Spell Ideas:&lt;br /&gt;
&lt;br /&gt;
* Dwarven Lore-it augments the existing  bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it ([[Race: Dwarf]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neat Name for a Spell-Faerinaal&#039;s Hymn&lt;br /&gt;
&lt;br /&gt;
=== Avenging Executioner ===&lt;br /&gt;
* warrior or thief only?&lt;br /&gt;
* no guild hall, use a lone NPC that grants this&lt;br /&gt;
* 15 dex to join, allows modified DEX to go to 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** bloody blade&lt;br /&gt;
** sudden strike&lt;br /&gt;
** sudden strike +1&lt;br /&gt;
** sudden strike +2&lt;br /&gt;
** rapid intimidation&lt;br /&gt;
** dread blade&lt;br /&gt;
** bloody murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Mage ===&lt;br /&gt;
* Blood magi are deceased spellcasters who gain an understanding of blood&#039;s importance when returned to life.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Must be a Ninja, if you want to remort to another class, you have to resign from guild first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Assassin&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Experience&lt;br /&gt;
  Per level Bonuses          : HP(4) &lt;br /&gt;
  Regen bonuses              : HP(15%) Move(10%)&lt;br /&gt;
  Required natural stats to join:&lt;br /&gt;
    dexterity: 15&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
&lt;br /&gt;
* burst of speed - attack / move increase&lt;br /&gt;
* cloak of shadows - sneak / hide&lt;br /&gt;
* poison blade - coat piercing weapon with poison&lt;br /&gt;
* tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks&lt;br /&gt;
* fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.&lt;br /&gt;
* claws of thunder - Charge Up Skill: Using her weapon&#039;s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* Maybe an advanced sneak skill, that would allow you to sneak past &amp;quot;guard&amp;quot; type mobs - low success rate - failure initiates battle...&lt;br /&gt;
&lt;br /&gt;
* Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required.  Higher skills, almost all sneaky bastards.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
*Iced Fire-causes any Ice, terrian etc, to burst into flame.&lt;br /&gt;
*Rogue&#039;s Stab-target gain&#039;s 1d6 sneak attack damage. [[(Class: Thief)]]&lt;br /&gt;
*Develin&#039;s Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.&lt;br /&gt;
*Parry-Deflect an opponent&#039;s weapon, possibility of making them drop it.&lt;br /&gt;
*Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.&lt;br /&gt;
&lt;br /&gt;
=== Archmage ===&lt;br /&gt;
* The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.&lt;br /&gt;
&lt;br /&gt;
=== Planar Champion ===&lt;br /&gt;
* Warrior-type class&lt;br /&gt;
* Plane slip: move between some planes almost at will&lt;br /&gt;
* Female?&lt;br /&gt;
* Some portal spells&lt;br /&gt;
* Close any portal&lt;br /&gt;
* R: 4 ranks of plane knowledge?&lt;br /&gt;
* R: Weapon specialization (maybe superb at X weapon skills)&lt;br /&gt;
* R: Visited two other planes (not home plane)&lt;br /&gt;
* Special spells / skills&lt;br /&gt;
* Granted detect invis&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
* These things depend on guild level&lt;br /&gt;
&lt;br /&gt;
=== Planeshifter ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Gatecrasher ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Divine Agent ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight (Phase 2) ===&lt;br /&gt;
&lt;br /&gt;
* Possible Future&lt;br /&gt;
** Receives a special &amp;quot;guild sword&amp;quot; upon joining; &lt;br /&gt;
** CON bonus (over 18?)&lt;br /&gt;
** guild sword upgrades as guild level increases&lt;br /&gt;
** xxx: reduce maxhit for +hitroll&lt;br /&gt;
** xxx: reduce maxhit for +damroll&lt;br /&gt;
** xxx: do more damage, draining your own hp&lt;br /&gt;
** Stat draining spells? (respect caps)&lt;br /&gt;
** Demonic flesh - sacrifice HP to increase max HP&lt;br /&gt;
** Life siphon - constant hp drain from victim to caster&lt;br /&gt;
** Agony - sacrifice 10% hp to do area damage&lt;br /&gt;
** Soul leech - for X seconds, whenever target attacks, hp is transferred to caster&lt;br /&gt;
** putrid explosion - blow up a corpse for area damage&lt;br /&gt;
** (maybe necro) soul feast - drain corpse for hp&lt;br /&gt;
** Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp&lt;br /&gt;
&lt;br /&gt;
* other possible skills&lt;br /&gt;
** Drain 	Absorbs HP.&lt;br /&gt;
** Demi 	Reduces enemy HP by 25%.&lt;br /&gt;
** Confuse 	Confuses an enemy.&lt;br /&gt;
** Break 	Petrifies an enemy.&lt;br /&gt;
** Bio 	Poisons an enemy.&lt;br /&gt;
** Doom 	Enemy is inflicted with Doom and is killed when the counter reaches 0.&lt;br /&gt;
** Death 	Instantly kills one enemy.&lt;br /&gt;
** Black Sky 	Enemies take random damage.&lt;br /&gt;
** Charon 	Kills an enemy, but also sacrifices yourself.&lt;br /&gt;
** Stoneproof 	Immune against Petrification.&lt;br /&gt;
** Confuseproof 	Immune against Confusion.&lt;br /&gt;
** Curseproof 	Immune against Curse.&lt;br /&gt;
** Deathproof 	Immune against Death&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
* Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further&lt;br /&gt;
* Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them&lt;br /&gt;
* Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)&lt;br /&gt;
* Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc&lt;br /&gt;
* Jagang: make a pet death penalty , so if it dies , you can&#039;t rez it back for like 8 mud hours or something&lt;br /&gt;
* Jagang: or just make the rezzing a granted&lt;br /&gt;
* Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Incarnum ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random Ideas ===&lt;br /&gt;
dungeon delver 	CAd 	42 	In many ways, the dungeon delver is the ultimate adventuring rogue.&lt;br /&gt;
&lt;br /&gt;
elven high mage 	Rac 	182 	Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.&lt;br /&gt;
&lt;br /&gt;
weaponmaster&lt;br /&gt;
&lt;br /&gt;
runecaster 	PG 	69 	Those that choose to master the ability to create runes of power are runecasters.&lt;br /&gt;
&lt;br /&gt;
* tricks&lt;br /&gt;
** back on your feet (scoundrel p85)&lt;br /&gt;
** clarity of vision (det inv for 1 turn)&lt;br /&gt;
** escape attack (flee / backstab)&lt;br /&gt;
** point it out (scoundrel p88)&lt;br /&gt;
** spot weak point (scoundrel p89)&lt;br /&gt;
** sudden draw (scoundrel p89)&lt;br /&gt;
** advantageous avoidance (added hitroll, miss aggro every time)&lt;br /&gt;
** chant of the long road (bard, group: movement increase or fly)&lt;br /&gt;
** chord of distraction (bard, scoundrel p75)&lt;br /&gt;
** concussion attack&lt;br /&gt;
&lt;br /&gt;
* Table this for something else&lt;br /&gt;
** Summon spirits to give abilities (pact magic?)&lt;br /&gt;
*** Spirits level?&lt;br /&gt;
*** Gives necro affect&lt;br /&gt;
*** Each spirit has different affect&lt;br /&gt;
&lt;br /&gt;
== Newbie Guild ==&lt;br /&gt;
* -- just a random idea&lt;br /&gt;
* Max level of 10&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
* Guild level gains&lt;br /&gt;
* Requires registration to gain crafting skills (join guild)&lt;br /&gt;
* Limited numbers of guilds you can join&lt;br /&gt;
* Leave guild, skills not granted from other guilds slowly go down until 0&lt;br /&gt;
* Charge to join? (depends how many guilds already in... dedication fee)&lt;br /&gt;
* Build guild houses&lt;br /&gt;
* May have to join guild again in alternate plane to get benefits there&lt;br /&gt;
* Plane restrictions only matter in material planes&lt;br /&gt;
&lt;br /&gt;
* Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc&lt;br /&gt;
* Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mapper ===&lt;br /&gt;
Jagang: being that you said it figures out the trail, maybe we could have a side&lt;br /&gt;
-tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in&lt;br /&gt;
&lt;br /&gt;
Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum, &lt;br /&gt;
&lt;br /&gt;
Jagang: like a path, but shown on the paper&lt;br /&gt;
&lt;br /&gt;
Jagang: then they could sell them in their shops&lt;br /&gt;
&lt;br /&gt;
Jagang: &amp;quot;A map from Midgaard to New Thalos - 10 Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them&lt;br /&gt;
&lt;br /&gt;
Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk&lt;br /&gt;
&lt;br /&gt;
Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis&lt;br /&gt;
&lt;br /&gt;
Jagang: otherwise it would get ugly&lt;br /&gt;
&lt;br /&gt;
Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Jagang is working on details of ingredients and combinations&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Not so difficult, maybe a simple quest to make a potion&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Receives a special &amp;quot;newbie alchemical container&amp;quot; upon joining&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Alchemist&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : Profession&lt;br /&gt;
  Required to level          : Potion skill usage&lt;br /&gt;
  Per level Bonuses          : Move(4) &lt;br /&gt;
  Regen bonuses              : Move(15%) Mana(5%) &lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - make potions one&lt;br /&gt;
    [ 2] - make potions two&lt;br /&gt;
    [ 2[ - forage&lt;br /&gt;
    [ 3] - make potions three&lt;br /&gt;
    [ 4] - make potions four&lt;br /&gt;
    [ 5] - make potions five&lt;br /&gt;
    [ 6] - make potions six&lt;br /&gt;
    [ 7] - make potions seven&lt;br /&gt;
    [ 8] - make potions eight&lt;br /&gt;
    [ 9] - make potions nine&lt;br /&gt;
    [10] - make potions ten&lt;br /&gt;
&lt;br /&gt;
* cure light&lt;br /&gt;
* cure serious&lt;br /&gt;
* heal&lt;br /&gt;
* restore&lt;br /&gt;
* high heal&lt;br /&gt;
* mana healing&lt;br /&gt;
* cure poison&lt;br /&gt;
* cure disease&lt;br /&gt;
* poison (usable on weapons?)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions&lt;br /&gt;
* to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level.  they have to try level 2 spells to cause the level 2 skill to go up.  if they try the level 3 potions it will always fail with no skill increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* potions&lt;br /&gt;
** XXX&lt;br /&gt;
*** Ingredient 1 (x1)&lt;br /&gt;
*** Ingredient 2 (x2)&lt;br /&gt;
*** Ingredient 3 (x1)&lt;br /&gt;
&lt;br /&gt;
* Notes&lt;br /&gt;
** Ingredients are placed into an alchemical container, filled with water, then results are generated&lt;br /&gt;
** Must buy empty bottles from the guild?&lt;br /&gt;
** Bottles are automatically filled, or deleted and the right potion loaded&lt;br /&gt;
&lt;br /&gt;
* Forage skill&lt;br /&gt;
** flag on room that plants to forage are here&lt;br /&gt;
** pct load to build them up over time?  or just one, that repops&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
Jagang: and if you see an herb , but don&#039;t have it in your knowledge base&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jagang: could also have a book - with pages all over the mud&lt;br /&gt;
&lt;br /&gt;
Jagang: like an herb dictionary&lt;br /&gt;
&lt;br /&gt;
Jagang: and have a way for ppl to progressively learn the herbs over time&lt;br /&gt;
&lt;br /&gt;
Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Taken from Witch...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race: Template&lt;br /&gt;
From AddictWiki&lt;br /&gt;
Natural resistances / weaknesses: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Perm Affects: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Regen: (hp/mana/moves/psp) &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Misc: &lt;br /&gt;
*Would only be female (maybe)&lt;br /&gt;
*Could have a familiar that was bound to them.&lt;br /&gt;
*Main Key to them would be they could Brew potions and make elixirs.&lt;br /&gt;
... &lt;br /&gt;
Ideas: &lt;br /&gt;
* Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i&#039;m a pain) syntax would be use herb mixing at &amp;lt;desired result&amp;gt; ie&lt;br /&gt;
herb mixing at kiss poison.  The skill would check for needed items in inventory and remove them automatically.  Would take a set number of tics to create the item.  &lt;br /&gt;
&lt;br /&gt;
*Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.&lt;br /&gt;
&lt;br /&gt;
* Also let them be able to create wands.  Must have a wand of nothing, these would load randomly in the MUD.  Learn this skill at a higher level.  Witch could charge the wand with any of their known spells, syntax use wandmaking at &amp;lt;spell&amp;gt;. Takes a set # of tics, and we&#039;d have to settle on an amount of charges.&lt;br /&gt;
&lt;br /&gt;
* Brew potion-same type of idea as above.  List of reagants still debating.  syntax use Brew potion at &amp;lt;desired result&amp;gt;.  Would require a Cauldron(hmm could this simply be in the same room as them?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Questions / Issues: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Special help files to be created: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Spells / Skills: &lt;br /&gt;
*Bless&lt;br /&gt;
*Calm&lt;br /&gt;
*Cure Disease&lt;br /&gt;
*Drain Life&lt;br /&gt;
*Dream-Witch can create a &amp;quot;dream&amp;quot; of whatever they wish the person/mob to see in the room.  (like a shadow or mirror image of themself)&lt;br /&gt;
*Guidance&lt;br /&gt;
*Harm&lt;br /&gt;
*Herbal Enhancements&lt;br /&gt;
*Intuitions&lt;br /&gt;
*Holy Symbol&lt;br /&gt;
*Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.&lt;br /&gt;
*Lifekeeping&lt;br /&gt;
*Major Healing&lt;br /&gt;
*Nature&#039;s Strength&lt;br /&gt;
*Nature&#039;s Tongues&lt;br /&gt;
*Neutralize Poison-&lt;br /&gt;
*Restoration&lt;br /&gt;
*Summon Animal-maybe based on align whether they can do this or not and what they can summon?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level  Name  Description  &lt;br /&gt;
0  xx  xx&lt;br /&gt;
&lt;br /&gt;
=== Witch (random name) ===&lt;br /&gt;
 thinking last night (about a book)... thought I&#039;d put it out there... a class&lt;br /&gt;
 that has a MAJOR amount of mana... like say, 1,000,000 mana... but it will&lt;br /&gt;
 never regen... they can&#039;t memorize, they get no grants... when they get to&lt;br /&gt;
 0 mana, they cannot cast spells anymore... we could add diff things, like&lt;br /&gt;
 quests that will regen some mana, and they will get things like castcost&lt;br /&gt;
 remort option to make their mana last longer... and when they remort, what&lt;br /&gt;
 level they remort as will determine how much mana they get back.. like if&lt;br /&gt;
 their max is 1m, they have to get to level 65 to get that 1m regen&#039;d (or&lt;br /&gt;
 maybe only 800k)... if they remort at level 31, they only get 200k mana.&lt;br /&gt;
&lt;br /&gt;
I kind of consider that this could be a sub-class that could be bolted on to any spell casting class... but resigning from it could only be done if you remort multiple times at 65, or something difficult that needs to be done... &lt;br /&gt;
&lt;br /&gt;
random thoughts... would need a lot of thought before actually implementing...&lt;br /&gt;
&lt;br /&gt;
=== Herbalist ===&lt;br /&gt;
&lt;br /&gt;
* can forage for herbs  / plants&lt;br /&gt;
&lt;br /&gt;
=== Leather Worker ===&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
* Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear&lt;br /&gt;
* Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear&lt;br /&gt;
* Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud&lt;br /&gt;
* Jagang: that way not everyone is wearing the same gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Farmer ===&lt;br /&gt;
* Gets land to plant (one room)&lt;br /&gt;
* purchase more land (or gets more as guild level goes up)&lt;br /&gt;
* Grows food&lt;br /&gt;
** Grain&lt;br /&gt;
** Fruits&lt;br /&gt;
** Veggies&lt;br /&gt;
* Sells to shops or cooks&lt;br /&gt;
* Farming skill&lt;br /&gt;
&lt;br /&gt;
=== Baker ===&lt;br /&gt;
* Makes food (cooks)&lt;br /&gt;
* Cooking skill&lt;br /&gt;
* Can own a shop? (bakery only, high guild level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shopkeeper ===&lt;br /&gt;
* General shopkeeper&lt;br /&gt;
* Owns lots and lots of shops&lt;br /&gt;
* shop count dependent on guild level&lt;br /&gt;
* buy license in each town (including clan towns, unless you are in that clan)&lt;br /&gt;
* No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging&lt;br /&gt;
* Must join guild again in other material planes, this means another guild level&lt;br /&gt;
&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
&lt;br /&gt;
=== Chandlestick maker ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
* Better shop rates&lt;br /&gt;
* CHA: (some min number)&lt;br /&gt;
* Necro: No&lt;br /&gt;
* Haggle bonus&lt;br /&gt;
* Create own shops (guild level required)&lt;br /&gt;
** Hire NPC&#039;s to run&lt;br /&gt;
** Privitize existing shops&lt;br /&gt;
** Option to allow players to sell to shops&lt;br /&gt;
** Shop limit (determined by guild level?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jeweler ===&lt;br /&gt;
* DEX: (some min number)&lt;br /&gt;
* Refine gem:&lt;br /&gt;
** Increase value&lt;br /&gt;
** reduce size&lt;br /&gt;
** smaller gem=higher risk/higher skill check&lt;br /&gt;
** PSI Bonus&lt;br /&gt;
** Naturally increases recepticle limit&lt;br /&gt;
** Positivly affects insets?&lt;br /&gt;
* Remove inset from thief, give to guild&lt;br /&gt;
* Can own a shop&lt;br /&gt;
* Miner skill? (would need mining spots)&lt;br /&gt;
* Metal worker skill (guild level required?)&lt;br /&gt;
&lt;br /&gt;
= Misc =&lt;br /&gt;
* Weapons&lt;br /&gt;
** Each weapon has a set type&lt;br /&gt;
** Class restrictions base on weapon type&lt;br /&gt;
** assign skills to each class to match weapon type&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Change PC attacks back to skills and flags&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mobs = &lt;br /&gt;
* Specify what spells they have&lt;br /&gt;
* Memorize or mana or psp/pray per spell&lt;br /&gt;
* Steal memorized spells&lt;br /&gt;
* Steal mana&lt;br /&gt;
* What mob casts &amp;amp; how is based on what they have available (AI)&lt;br /&gt;
* Spell list stored on proto, when loaded populate active mob skills&lt;br /&gt;
** mob sn&lt;br /&gt;
** spell id&lt;br /&gt;
** Flag(s)&lt;br /&gt;
* Rentable pets - store in mysql&lt;br /&gt;
* Purge active_mob_skills table on boot&lt;br /&gt;
* Tactive_mob_skills_mem table&lt;br /&gt;
* move memorize from db to memory? (or conditions in code for mob vs player)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
* summonable&lt;br /&gt;
* rentable&lt;br /&gt;
* can level&lt;br /&gt;
* can learn skills and spells&lt;br /&gt;
* can memorize&lt;br /&gt;
* can be granted spells&lt;br /&gt;
* perhaps all spells are granted?&lt;br /&gt;
&lt;br /&gt;
= Newbies =&lt;br /&gt;
* Better help&lt;br /&gt;
* Revise start newbie town (again)&lt;br /&gt;
* More hints&lt;br /&gt;
* Some sort of automated newbie guide? (Does the start town work for this already?)&lt;br /&gt;
&lt;br /&gt;
= World =&lt;br /&gt;
* Planes&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate material plane&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
* Larger, more fleshed out world&lt;br /&gt;
* Vehicles&lt;br /&gt;
* Boats (passangers)&lt;br /&gt;
* Auto-mapper?&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
* Types&lt;br /&gt;
** Leather&lt;br /&gt;
** Wood&lt;br /&gt;
** Steel&lt;br /&gt;
** Alchemy&lt;br /&gt;
** Mage (scroll / staff)&lt;br /&gt;
** Food&lt;br /&gt;
** Miner&lt;br /&gt;
&lt;br /&gt;
* Gather ingredients &amp;amp; assemble them&lt;br /&gt;
* Binding item? (ala ffxi crystals)&lt;br /&gt;
&lt;br /&gt;
= Transportation = &lt;br /&gt;
* Objects&lt;br /&gt;
* Flag: passengers- inside/outide/both/windows/driver in/out&lt;br /&gt;
* Char cmd flag: in, out, mount, ride, enter, leave&lt;br /&gt;
* Capacity&lt;br /&gt;
* Carried people (carried by other people)&lt;br /&gt;
* People carried by people in objects in objects carrying people&lt;br /&gt;
&lt;br /&gt;
= People inside items =&lt;br /&gt;
* Weight capacity&lt;br /&gt;
* Volume (too much detail?)&lt;br /&gt;
* Weight factor (old phole idea)&lt;br /&gt;
* Description for internal room of item (new field, or use edesc?)&lt;br /&gt;
* Virtual room, not real (set of rooms copied to virtual rooms per item SN)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
* add to IMESS&lt;br /&gt;
* Create a cosmology&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate Material plane&lt;br /&gt;
** Astral plane&lt;br /&gt;
** all 4 elemental planes&lt;br /&gt;
** Shadow&lt;br /&gt;
** Abyss (that sucker is huge)&lt;br /&gt;
** 9 layers of hell &amp;amp; their lords&lt;br /&gt;
* Make &amp;quot;paths&amp;quot; another plane?&lt;br /&gt;
* Some theoretical link to portals&lt;br /&gt;
* Affects relocate, summon&lt;br /&gt;
* Hometown per material plane? (defined in plane table?) (default to mid)&lt;br /&gt;
* Once people start plane travel, add colored icon to room title to indicate what plane you&#039;re in (or make this a special skill / spell) (help entry to explain icon key)&lt;br /&gt;
* Story outline for alternate plane&lt;br /&gt;
** Pre-Adril, or never was built here&lt;br /&gt;
** Defended against dragon attack&lt;br /&gt;
&lt;br /&gt;
= Races = &lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2322</id>
		<title>The Plot</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2322"/>
		<updated>2011-06-18T13:26:32Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Necro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters / Misc = &lt;br /&gt;
* make usable commands listed on character?&lt;br /&gt;
** possibly stupid&lt;br /&gt;
** would mean adding socials&lt;br /&gt;
** auto-add skill commands&lt;br /&gt;
** eliminates &amp;quot;do_not_hear&amp;quot; commands?&lt;br /&gt;
** cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?&lt;br /&gt;
* Do something with email address (optional)&lt;br /&gt;
** Send newbie guide, or some-such (word doc, or pdf or something)&lt;br /&gt;
* Move all the no* channel commands to a single command with toggles (setcom on one mud)&lt;br /&gt;
* Autoauction system&lt;br /&gt;
* &amp;lt;s&amp;gt;Retain free stat knowledge on an identified item&amp;lt;/s&amp;gt; - DONE&lt;br /&gt;
* (re)implement MSP&lt;br /&gt;
* FreeTrade system&lt;br /&gt;
** Wizards stock shops w/scrolls&lt;br /&gt;
** Warehouses make wares &amp;amp; transport them to places&lt;br /&gt;
** Transports can be hijacked&lt;br /&gt;
** Other classes make potions, weapons, etc&lt;br /&gt;
** Crafting skills&lt;br /&gt;
*** Potion recipies&lt;br /&gt;
*** Armor construction&lt;br /&gt;
*** Clothing construction&lt;br /&gt;
*** Food (cooking)&lt;br /&gt;
*** Enchantments to improve items&lt;br /&gt;
** Transport on boats&lt;br /&gt;
* People can carry people&lt;br /&gt;
* Items carry people (pokeballs!)&lt;br /&gt;
* Experience&lt;br /&gt;
** group bonus (based on group size?)&lt;br /&gt;
&lt;br /&gt;
* Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them&lt;br /&gt;
* Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something&lt;br /&gt;
* Jagang: back again to stimulating the market&lt;br /&gt;
* Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment&lt;br /&gt;
* Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - &amp;quot;Greater Fire Protection&amp;quot;, after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection&lt;br /&gt;
* Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur&#039;s potion - 10% more gold from monsters &lt;br /&gt;
* Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them &lt;br /&gt;
* Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item&lt;br /&gt;
* Jagang: make the players create items with their trade skills to level up on the trade&lt;br /&gt;
* Jagang: when they surpass a point , the lower level items will no longer level them&lt;br /&gt;
* Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up&lt;br /&gt;
* Jagang: it almost &amp;quot;forcibly&amp;quot; stimulates the market&lt;br /&gt;
&lt;br /&gt;
* Jagang: have it so the people can make their character a &amp;quot;free-play&amp;quot; character , where they play the mud like normal, or have a story mode option, where the player could follow a story line, &lt;br /&gt;
* Jagang: like starting life on a farm , with a family , losing the family devestatingly etc&lt;br /&gt;
* Jagang: maybe have a &amp;quot;plane&amp;quot; dedicated to it&lt;br /&gt;
* Jagang: On this plane , you start off where everyone else does , in the same &amp;quot;story&amp;quot; , but you can take it in whichever direction you want&lt;br /&gt;
* Jagang: I know that&#039;s kinda out there, but I think with some thought it could turn into something really interesting&lt;br /&gt;
* Jagang: yeah , it adds the &amp;quot;choice&amp;quot; for an rp element &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newbie Guide ==&lt;br /&gt;
* scripted&lt;br /&gt;
&lt;br /&gt;
== Assemble ==&lt;br /&gt;
* method to specify parts w/combine, instead of naming finished product, player names parts to put together&lt;br /&gt;
* allows multiple recipies for same item&lt;br /&gt;
* (crafting)&lt;br /&gt;
* Flag on each recipe for what crafting skill(s) are associated with recipe&lt;br /&gt;
** Cooking, alchemy, etc&lt;br /&gt;
* move assembles to their own list, instead of attached to finished object&lt;br /&gt;
&lt;br /&gt;
= PK System =&lt;br /&gt;
* Designated PK areas&lt;br /&gt;
* Attackers flagged as killer&lt;br /&gt;
** timer based on amount of killing done&lt;br /&gt;
** does not count down in rent? (or multiplier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
* Wars: clan vs clan, clan vs npc, clan vs ???)&lt;br /&gt;
* PK Element&lt;br /&gt;
* Castle, contained somewhere in the world&lt;br /&gt;
* Conquest (points involved)&lt;br /&gt;
* Hometown benefits (???)&lt;br /&gt;
* Build a town&lt;br /&gt;
** allow others to inhabit&lt;br /&gt;
** allow guilds to open&lt;br /&gt;
** shops&lt;br /&gt;
** taxes from shops and stuff go to clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guilds = &lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
# Knight (Warrior)&lt;br /&gt;
# Priest (Cleric / Paladin)&lt;br /&gt;
# Chronomancer (All spell casters)&lt;br /&gt;
# Spellweaver equivalent (Priest)&lt;br /&gt;
# Crypt Lord (Necromancer)&lt;br /&gt;
# Wizard (Sorcerer / Necromancer / Anti-Paladin)&lt;br /&gt;
# Spellweaver (Wizard)&lt;br /&gt;
# Hell Knight (Anti-Paladin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Add to IMESS&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
Ideas:&lt;br /&gt;
*Naturally stronger against undead&lt;br /&gt;
*Natural bonus to saving throws&lt;br /&gt;
*Naturally Immune to Disease&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* Enhance THROW&lt;br /&gt;
&lt;br /&gt;
=== Psionicist ===&lt;br /&gt;
* Psionic Body: + HP bonus&lt;br /&gt;
* Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower&lt;br /&gt;
* Psychic tattoos&lt;br /&gt;
* Extend power (reduces psp cost) (remort)&lt;br /&gt;
* Persistent power: Suspent maint cosst on random or specified power, extent power required&lt;br /&gt;
* Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power&lt;br /&gt;
* Trigger power: granted 1 per day, next spell no cast cost, or next X spells&lt;br /&gt;
* Verve: hp bonus&lt;br /&gt;
* Distract: hitroll penalty&lt;br /&gt;
* Apopsi: delete 1d4 memorized spells from target&lt;br /&gt;
* Body fuel: convert hp to psp&#039;s, or maybe stats (str con dex), only living can do it if in own body&lt;br /&gt;
* Ghost attack: Never misses a ghost in combat (perfect hitroll)&lt;br /&gt;
* Over power: stronger damage at hp sacrifice&lt;br /&gt;
* Talented: reduces personal cost of powerpower - Overpower required&lt;br /&gt;
* Astral plane spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Necro ===&lt;br /&gt;
* &amp;lt;s&amp;gt;rot spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;vamp spells consolidated to one name&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Poly into objects&lt;br /&gt;
** Can&#039;t move&lt;br /&gt;
** Can&#039;t talk?&lt;br /&gt;
** Can be picked up&lt;br /&gt;
** Can send tells (telepathic?)&lt;br /&gt;
** Can&#039;t return unless on the ground&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Desperate Strike - less then x% hp, deal factor of damage&lt;br /&gt;
* Flashing blades - 50% chance of blocking attack&lt;br /&gt;
* balanced stance - prevents critical hits&lt;br /&gt;
* Thrill of victory - damage based on victim health vs char health&lt;br /&gt;
* deadly riposte - block attack and follow up with one attack&lt;br /&gt;
* disciplined stance - +ac, increasing chance to block attacks&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== SubClasses == &lt;br /&gt;
* Some require specific classes, or other sub-classes&lt;br /&gt;
* Some clash, so you cannot be a specific class or sub-class if you want to be this one&lt;br /&gt;
* Leave guild, lose all benefits&lt;br /&gt;
* Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class&lt;br /&gt;
* portion of exp gained goes towards guild level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpellCaster ===&lt;br /&gt;
* Every spellcaster gets ENHANCE POWER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== MindWarrior ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Crusader ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana Lord ===&lt;br /&gt;
Skills to draw mana from mana pools.&lt;br /&gt;
&lt;br /&gt;
Ability to craft items that will drain mana from a pool, stored for future use (receptacle-like).&lt;br /&gt;
&lt;br /&gt;
Turn some items into artifacts that increase mana pool of house.&lt;br /&gt;
&lt;br /&gt;
Items that allow caster to draw mana from house instead of zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Knight&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : Warrior&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - Doublestrike&lt;br /&gt;
    [ 1] - Maiden&#039;s Blessing&lt;br /&gt;
    [ 1] - Gallantry&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 1&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 2&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 3&lt;br /&gt;
    [ 1] - Dragon Slayer&lt;br /&gt;
    [ 1] - Arthur&#039;s Gift&lt;br /&gt;
    [ 1] - Chivalry&lt;br /&gt;
    [ 1] - Heroic Scream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Doublestrike&lt;br /&gt;
** Cost: Automatic&lt;br /&gt;
** Affect: If holding a weapon, the diceroll of that weapon is added to the damage done that attack.&lt;br /&gt;
** Max Learned is 30%&lt;br /&gt;
** Skill check required to add damage.&lt;br /&gt;
&lt;br /&gt;
* Maiden&#039;s Blessing&lt;br /&gt;
** Affect: +1 attack skill/spell&lt;br /&gt;
** Always on once practiced to 90%&lt;br /&gt;
&lt;br /&gt;
* Gallantry&lt;br /&gt;
** Affect: Increases maxhit by 10d10 and maxmove by 5d10&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 1&lt;br /&gt;
** Affect: (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 2&lt;br /&gt;
** Affect: (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 3&lt;br /&gt;
** Affect: (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Dragon Slayer&lt;br /&gt;
** Affect: Gives 10% + (level/10) fire resistance.&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Arthur&#039;s Gift&lt;br /&gt;
** Affect: +50 hp_regen, +15 move regen&lt;br /&gt;
** Duration: 12 hours&lt;br /&gt;
&lt;br /&gt;
* Chivalry&lt;br /&gt;
** Affect: Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25%, each other member of the group has their max hp increase by that amount.&lt;br /&gt;
** Duration: 24 hours&lt;br /&gt;
** Cost: 25 - 45 moves&lt;br /&gt;
&lt;br /&gt;
* Heroic Scream&lt;br /&gt;
** Affect: Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
&lt;br /&gt;
=== Spellweaver ===&lt;br /&gt;
&lt;br /&gt;
Creates &amp;quot;grant&amp;quot; scrolls&lt;br /&gt;
&lt;br /&gt;
* Masterful scroll casting&lt;br /&gt;
** Remort skill&lt;br /&gt;
** Not use scroll when cast&lt;br /&gt;
** Uses more mana from mana pool&lt;br /&gt;
** Bonus if you made that scroll?&lt;br /&gt;
&lt;br /&gt;
=== Chronomancer ===&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : N/A&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
    [30] - Time Fold (moved from Priest)&lt;br /&gt;
&lt;br /&gt;
* Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging, and move seemingly instantly thru space&lt;br /&gt;
&lt;br /&gt;
* Wrinkle  &lt;br /&gt;
** The minor aging spell will age its target, as well as dealing damage.&lt;br /&gt;
&lt;br /&gt;
* Geezer &lt;br /&gt;
** Major aging spell: The spell will cause the victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. &lt;br /&gt;
&lt;br /&gt;
* Stitch in Time&lt;br /&gt;
** Un-assemble an assembled item&lt;br /&gt;
** Un-damage a damaged item&lt;br /&gt;
** Unlock a door that was locked recently&lt;br /&gt;
&lt;br /&gt;
* Tempus Fugit &lt;br /&gt;
** Speed up time...&lt;br /&gt;
** On self or other people: gain an attack&lt;br /&gt;
&lt;br /&gt;
* Lethargy &lt;br /&gt;
** Slow down time... (opposite of tempus fugit)&lt;br /&gt;
** Reduce number of attacks&lt;br /&gt;
** Slows down disease... disease will do less damage   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* anachron age&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to age&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* anachron rejuvenate&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to get younger&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* accumulation&lt;br /&gt;
** decrease memorize and pray times&lt;br /&gt;
&lt;br /&gt;
* Delayed Aid: &lt;br /&gt;
** target foes only heal for 65% effectiveness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Flux:&lt;br /&gt;
&lt;br /&gt;
* Acceleration: For X seconds, all allies attack 20% faster&lt;br /&gt;
* Hindrance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell&lt;br /&gt;
* Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.&lt;br /&gt;
&lt;br /&gt;
* Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower&lt;br /&gt;
* Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower&lt;br /&gt;
* Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.&lt;br /&gt;
&lt;br /&gt;
Divination&lt;br /&gt;
&lt;br /&gt;
* Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.&lt;br /&gt;
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.&lt;br /&gt;
* Probability: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.&lt;br /&gt;
* Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.&lt;br /&gt;
&lt;br /&gt;
Anomaly:&lt;br /&gt;
&lt;br /&gt;
* Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.&lt;br /&gt;
* Downtime: Target foe is knocked down and loses 5....25 energy.&lt;br /&gt;
* Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.&lt;br /&gt;
* Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.&lt;br /&gt;
* Temporary Cometary: Temporal Ritual. For X seconds target foes cannot resurrect allies.&lt;br /&gt;
* I Can&#039;t Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Knight ===&lt;br /&gt;
&lt;br /&gt;
* transfers are spells you cast on yourself&lt;br /&gt;
* Transfers can only be one or two at a time&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** absorb damage&lt;br /&gt;
** absorb spells&lt;br /&gt;
** skill for each transfer&lt;br /&gt;
&lt;br /&gt;
* transfers to:&lt;br /&gt;
** stats (str, dex, etc)&lt;br /&gt;
** hp&lt;br /&gt;
** mana&lt;br /&gt;
** moves&lt;br /&gt;
** damroll&lt;br /&gt;
** hitroll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Spell Ideas:&lt;br /&gt;
*  Elation: Group effect-+2 strength, +2 Dex&lt;br /&gt;
*  Dolorous Motes: Creates a blinding haze of light that stuns mobs&lt;br /&gt;
*  Sustain: Elevates Hunger/thirst for set duration&lt;br /&gt;
*  Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon&lt;br /&gt;
*  Heaven&#039;s Trumpet: Blast of music paralyzes mob, unable to flee or melee.&lt;br /&gt;
&lt;br /&gt;
Race Specific Spell Ideas:&lt;br /&gt;
&lt;br /&gt;
* Dwarven Lore-it augments the existing  bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it ([[Race: Dwarf]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neat Name for a Spell-Faerinaal&#039;s Hymn&lt;br /&gt;
&lt;br /&gt;
=== Avenging Executioner ===&lt;br /&gt;
* warrior or thief only?&lt;br /&gt;
* no guild hall, use a lone NPC that grants this&lt;br /&gt;
* 15 dex to join, allows modified DEX to go to 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** bloody blade&lt;br /&gt;
** sudden strike&lt;br /&gt;
** sudden strike +1&lt;br /&gt;
** sudden strike +2&lt;br /&gt;
** rapid intimidation&lt;br /&gt;
** dread blade&lt;br /&gt;
** bloody murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Mage ===&lt;br /&gt;
* Blood magi are deceased spellcasters who gain an understanding of blood&#039;s importance when returned to life.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Must be a Ninja, if you want to remort to another class, you have to resign from guild first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Assassin&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Experience&lt;br /&gt;
  Per level Bonuses          : HP(4) &lt;br /&gt;
  Regen bonuses              : HP(15%) Move(10%)&lt;br /&gt;
  Required natural stats to join:&lt;br /&gt;
    dexterity: 15&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
&lt;br /&gt;
* burst of speed - attack / move increase&lt;br /&gt;
* cloak of shadows - sneak / hide&lt;br /&gt;
* poison blade - coat piercing weapon with poison&lt;br /&gt;
* tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks&lt;br /&gt;
* fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.&lt;br /&gt;
* claws of thunder - Charge Up Skill: Using her weapon&#039;s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* Maybe an advanced sneak skill, that would allow you to sneak past &amp;quot;guard&amp;quot; type mobs - low success rate - failure initiates battle...&lt;br /&gt;
&lt;br /&gt;
* Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required.  Higher skills, almost all sneaky bastards.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
*Iced Fire-causes any Ice, terrian etc, to burst into flame.&lt;br /&gt;
*Rogue&#039;s Stab-target gain&#039;s 1d6 sneak attack damage. [[(Class: Thief)]]&lt;br /&gt;
*Develin&#039;s Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.&lt;br /&gt;
*Parry-Deflect an opponent&#039;s weapon, possibility of making them drop it.&lt;br /&gt;
*Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.&lt;br /&gt;
&lt;br /&gt;
=== Archmage ===&lt;br /&gt;
* The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.&lt;br /&gt;
&lt;br /&gt;
=== Planar Champion ===&lt;br /&gt;
* Warrior-type class&lt;br /&gt;
* Plane slip: move between some planes almost at will&lt;br /&gt;
* Female?&lt;br /&gt;
* Some portal spells&lt;br /&gt;
* Close any portal&lt;br /&gt;
* R: 4 ranks of plane knowledge?&lt;br /&gt;
* R: Weapon specialization (maybe superb at X weapon skills)&lt;br /&gt;
* R: Visited two other planes (not home plane)&lt;br /&gt;
* Special spells / skills&lt;br /&gt;
* Granted detect invis&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
* These things depend on guild level&lt;br /&gt;
&lt;br /&gt;
=== Planeshifter ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Gatecrasher ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Divine Agent ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight (Phase 2) ===&lt;br /&gt;
&lt;br /&gt;
* Possible Future&lt;br /&gt;
** Receives a special &amp;quot;guild sword&amp;quot; upon joining; &lt;br /&gt;
** CON bonus (over 18?)&lt;br /&gt;
** guild sword upgrades as guild level increases&lt;br /&gt;
** xxx: reduce maxhit for +hitroll&lt;br /&gt;
** xxx: reduce maxhit for +damroll&lt;br /&gt;
** xxx: do more damage, draining your own hp&lt;br /&gt;
** Stat draining spells? (respect caps)&lt;br /&gt;
** Demonic flesh - sacrifice HP to increase max HP&lt;br /&gt;
** Life siphon - constant hp drain from victim to caster&lt;br /&gt;
** Agony - sacrifice 10% hp to do area damage&lt;br /&gt;
** Soul leech - for X seconds, whenever target attacks, hp is transferred to caster&lt;br /&gt;
** putrid explosion - blow up a corpse for area damage&lt;br /&gt;
** (maybe necro) soul feast - drain corpse for hp&lt;br /&gt;
** Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp&lt;br /&gt;
&lt;br /&gt;
* other possible skills&lt;br /&gt;
** Drain 	Absorbs HP.&lt;br /&gt;
** Demi 	Reduces enemy HP by 25%.&lt;br /&gt;
** Confuse 	Confuses an enemy.&lt;br /&gt;
** Break 	Petrifies an enemy.&lt;br /&gt;
** Bio 	Poisons an enemy.&lt;br /&gt;
** Doom 	Enemy is inflicted with Doom and is killed when the counter reaches 0.&lt;br /&gt;
** Death 	Instantly kills one enemy.&lt;br /&gt;
** Black Sky 	Enemies take random damage.&lt;br /&gt;
** Charon 	Kills an enemy, but also sacrifices yourself.&lt;br /&gt;
** Stoneproof 	Immune against Petrification.&lt;br /&gt;
** Confuseproof 	Immune against Confusion.&lt;br /&gt;
** Curseproof 	Immune against Curse.&lt;br /&gt;
** Deathproof 	Immune against Death&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
* Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further&lt;br /&gt;
* Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them&lt;br /&gt;
* Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)&lt;br /&gt;
* Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc&lt;br /&gt;
* Jagang: make a pet death penalty , so if it dies , you can&#039;t rez it back for like 8 mud hours or something&lt;br /&gt;
* Jagang: or just make the rezzing a granted&lt;br /&gt;
* Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Incarnum ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random Ideas ===&lt;br /&gt;
dungeon delver 	CAd 	42 	In many ways, the dungeon delver is the ultimate adventuring rogue.&lt;br /&gt;
&lt;br /&gt;
elven high mage 	Rac 	182 	Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.&lt;br /&gt;
&lt;br /&gt;
weaponmaster&lt;br /&gt;
&lt;br /&gt;
runecaster 	PG 	69 	Those that choose to master the ability to create runes of power are runecasters.&lt;br /&gt;
&lt;br /&gt;
* tricks&lt;br /&gt;
** back on your feet (scoundrel p85)&lt;br /&gt;
** clarity of vision (det inv for 1 turn)&lt;br /&gt;
** escape attack (flee / backstab)&lt;br /&gt;
** point it out (scoundrel p88)&lt;br /&gt;
** spot weak point (scoundrel p89)&lt;br /&gt;
** sudden draw (scoundrel p89)&lt;br /&gt;
** advantageous avoidance (added hitroll, miss aggro every time)&lt;br /&gt;
** chant of the long road (bard, group: movement increase or fly)&lt;br /&gt;
** chord of distraction (bard, scoundrel p75)&lt;br /&gt;
** concussion attack&lt;br /&gt;
&lt;br /&gt;
* Table this for something else&lt;br /&gt;
** Summon spirits to give abilities (pact magic?)&lt;br /&gt;
*** Spirits level?&lt;br /&gt;
*** Gives necro affect&lt;br /&gt;
*** Each spirit has different affect&lt;br /&gt;
&lt;br /&gt;
== Newbie Guild ==&lt;br /&gt;
* -- just a random idea&lt;br /&gt;
* Max level of 10&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
* Guild level gains&lt;br /&gt;
* Requires registration to gain crafting skills (join guild)&lt;br /&gt;
* Limited numbers of guilds you can join&lt;br /&gt;
* Leave guild, skills not granted from other guilds slowly go down until 0&lt;br /&gt;
* Charge to join? (depends how many guilds already in... dedication fee)&lt;br /&gt;
* Build guild houses&lt;br /&gt;
* May have to join guild again in alternate plane to get benefits there&lt;br /&gt;
* Plane restrictions only matter in material planes&lt;br /&gt;
&lt;br /&gt;
* Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc&lt;br /&gt;
* Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mapper ===&lt;br /&gt;
Jagang: being that you said it figures out the trail, maybe we could have a side&lt;br /&gt;
-tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in&lt;br /&gt;
&lt;br /&gt;
Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum, &lt;br /&gt;
&lt;br /&gt;
Jagang: like a path, but shown on the paper&lt;br /&gt;
&lt;br /&gt;
Jagang: then they could sell them in their shops&lt;br /&gt;
&lt;br /&gt;
Jagang: &amp;quot;A map from Midgaard to New Thalos - 10 Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them&lt;br /&gt;
&lt;br /&gt;
Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk&lt;br /&gt;
&lt;br /&gt;
Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis&lt;br /&gt;
&lt;br /&gt;
Jagang: otherwise it would get ugly&lt;br /&gt;
&lt;br /&gt;
Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Jagang is working on details of ingredients and combinations&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Not so difficult, maybe a simple quest to make a potion&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Receives a special &amp;quot;newbie alchemical container&amp;quot; upon joining&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Alchemist&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : Profession&lt;br /&gt;
  Required to level          : Potion skill usage&lt;br /&gt;
  Per level Bonuses          : Move(4) &lt;br /&gt;
  Regen bonuses              : Move(15%) Mana(5%) &lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - make potions one&lt;br /&gt;
    [ 2] - make potions two&lt;br /&gt;
    [ 2[ - forage&lt;br /&gt;
    [ 3] - make potions three&lt;br /&gt;
    [ 4] - make potions four&lt;br /&gt;
    [ 5] - make potions five&lt;br /&gt;
    [ 6] - make potions six&lt;br /&gt;
    [ 7] - make potions seven&lt;br /&gt;
    [ 8] - make potions eight&lt;br /&gt;
    [ 9] - make potions nine&lt;br /&gt;
    [10] - make potions ten&lt;br /&gt;
&lt;br /&gt;
* cure light&lt;br /&gt;
* cure serious&lt;br /&gt;
* heal&lt;br /&gt;
* restore&lt;br /&gt;
* high heal&lt;br /&gt;
* mana healing&lt;br /&gt;
* cure poison&lt;br /&gt;
* cure disease&lt;br /&gt;
* poison (usable on weapons?)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions&lt;br /&gt;
* to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level.  they have to try level 2 spells to cause the level 2 skill to go up.  if they try the level 3 potions it will always fail with no skill increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* potions&lt;br /&gt;
** XXX&lt;br /&gt;
*** Ingredient 1 (x1)&lt;br /&gt;
*** Ingredient 2 (x2)&lt;br /&gt;
*** Ingredient 3 (x1)&lt;br /&gt;
&lt;br /&gt;
* Notes&lt;br /&gt;
** Ingredients are placed into an alchemical container, filled with water, then results are generated&lt;br /&gt;
** Must buy empty bottles from the guild?&lt;br /&gt;
** Bottles are automatically filled, or deleted and the right potion loaded&lt;br /&gt;
&lt;br /&gt;
* Forage skill&lt;br /&gt;
** flag on room that plants to forage are here&lt;br /&gt;
** pct load to build them up over time?  or just one, that repops&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
Jagang: and if you see an herb , but don&#039;t have it in your knowledge base&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jagang: could also have a book - with pages all over the mud&lt;br /&gt;
&lt;br /&gt;
Jagang: like an herb dictionary&lt;br /&gt;
&lt;br /&gt;
Jagang: and have a way for ppl to progressively learn the herbs over time&lt;br /&gt;
&lt;br /&gt;
Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Taken from Witch...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race: Template&lt;br /&gt;
From AddictWiki&lt;br /&gt;
Natural resistances / weaknesses: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Perm Affects: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Regen: (hp/mana/moves/psp) &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Misc: &lt;br /&gt;
*Would only be female (maybe)&lt;br /&gt;
*Could have a familiar that was bound to them.&lt;br /&gt;
*Main Key to them would be they could Brew potions and make elixirs.&lt;br /&gt;
... &lt;br /&gt;
Ideas: &lt;br /&gt;
* Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i&#039;m a pain) syntax would be use herb mixing at &amp;lt;desired result&amp;gt; ie&lt;br /&gt;
herb mixing at kiss poison.  The skill would check for needed items in inventory and remove them automatically.  Would take a set number of tics to create the item.  &lt;br /&gt;
&lt;br /&gt;
*Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.&lt;br /&gt;
&lt;br /&gt;
* Also let them be able to create wands.  Must have a wand of nothing, these would load randomly in the MUD.  Learn this skill at a higher level.  Witch could charge the wand with any of their known spells, syntax use wandmaking at &amp;lt;spell&amp;gt;. Takes a set # of tics, and we&#039;d have to settle on an amount of charges.&lt;br /&gt;
&lt;br /&gt;
* Brew potion-same type of idea as above.  List of reagants still debating.  syntax use Brew potion at &amp;lt;desired result&amp;gt;.  Would require a Cauldron(hmm could this simply be in the same room as them?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Questions / Issues: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Special help files to be created: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Spells / Skills: &lt;br /&gt;
*Bless&lt;br /&gt;
*Calm&lt;br /&gt;
*Cure Disease&lt;br /&gt;
*Drain Life&lt;br /&gt;
*Dream-Witch can create a &amp;quot;dream&amp;quot; of whatever they wish the person/mob to see in the room.  (like a shadow or mirror image of themself)&lt;br /&gt;
*Guidance&lt;br /&gt;
*Harm&lt;br /&gt;
*Herbal Enhancements&lt;br /&gt;
*Intuitions&lt;br /&gt;
*Holy Symbol&lt;br /&gt;
*Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.&lt;br /&gt;
*Lifekeeping&lt;br /&gt;
*Major Healing&lt;br /&gt;
*Nature&#039;s Strength&lt;br /&gt;
*Nature&#039;s Tongues&lt;br /&gt;
*Neutralize Poison-&lt;br /&gt;
*Restoration&lt;br /&gt;
*Summon Animal-maybe based on align whether they can do this or not and what they can summon?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level  Name  Description  &lt;br /&gt;
0  xx  xx&lt;br /&gt;
&lt;br /&gt;
=== Witch (random name) ===&lt;br /&gt;
 thinking last night (about a book)... thought I&#039;d put it out there... a class&lt;br /&gt;
 that has a MAJOR amount of mana... like say, 1,000,000 mana... but it will&lt;br /&gt;
 never regen... they can&#039;t memorize, they get no grants... when they get to&lt;br /&gt;
 0 mana, they cannot cast spells anymore... we could add diff things, like&lt;br /&gt;
 quests that will regen some mana, and they will get things like castcost&lt;br /&gt;
 remort option to make their mana last longer... and when they remort, what&lt;br /&gt;
 level they remort as will determine how much mana they get back.. like if&lt;br /&gt;
 their max is 1m, they have to get to level 65 to get that 1m regen&#039;d (or&lt;br /&gt;
 maybe only 800k)... if they remort at level 31, they only get 200k mana.&lt;br /&gt;
&lt;br /&gt;
I kind of consider that this could be a sub-class that could be bolted on to any spell casting class... but resigning from it could only be done if you remort multiple times at 65, or something difficult that needs to be done... &lt;br /&gt;
&lt;br /&gt;
random thoughts... would need a lot of thought before actually implementing...&lt;br /&gt;
&lt;br /&gt;
=== Herbalist ===&lt;br /&gt;
&lt;br /&gt;
* can forage for herbs  / plants&lt;br /&gt;
&lt;br /&gt;
=== Leather Worker ===&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
* Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear&lt;br /&gt;
* Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear&lt;br /&gt;
* Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud&lt;br /&gt;
* Jagang: that way not everyone is wearing the same gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Farmer ===&lt;br /&gt;
* Gets land to plant (one room)&lt;br /&gt;
* purchase more land (or gets more as guild level goes up)&lt;br /&gt;
* Grows food&lt;br /&gt;
** Grain&lt;br /&gt;
** Fruits&lt;br /&gt;
** Veggies&lt;br /&gt;
* Sells to shops or cooks&lt;br /&gt;
* Farming skill&lt;br /&gt;
&lt;br /&gt;
=== Baker ===&lt;br /&gt;
* Makes food (cooks)&lt;br /&gt;
* Cooking skill&lt;br /&gt;
* Can own a shop? (bakery only, high guild level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shopkeeper ===&lt;br /&gt;
* General shopkeeper&lt;br /&gt;
* Owns lots and lots of shops&lt;br /&gt;
* shop count dependent on guild level&lt;br /&gt;
* buy license in each town (including clan towns, unless you are in that clan)&lt;br /&gt;
* No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging&lt;br /&gt;
* Must join guild again in other material planes, this means another guild level&lt;br /&gt;
&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
&lt;br /&gt;
=== Chandlestick maker ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
* Better shop rates&lt;br /&gt;
* CHA: (some min number)&lt;br /&gt;
* Necro: No&lt;br /&gt;
* Haggle bonus&lt;br /&gt;
* Create own shops (guild level required)&lt;br /&gt;
** Hire NPC&#039;s to run&lt;br /&gt;
** Privitize existing shops&lt;br /&gt;
** Option to allow players to sell to shops&lt;br /&gt;
** Shop limit (determined by guild level?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jeweler ===&lt;br /&gt;
* DEX: (some min number)&lt;br /&gt;
* Refine gem:&lt;br /&gt;
** Increase value&lt;br /&gt;
** reduce size&lt;br /&gt;
** smaller gem=higher risk/higher skill check&lt;br /&gt;
** PSI Bonus&lt;br /&gt;
** Naturally increases recepticle limit&lt;br /&gt;
** Positivly affects insets?&lt;br /&gt;
* Remove inset from thief, give to guild&lt;br /&gt;
* Can own a shop&lt;br /&gt;
* Miner skill? (would need mining spots)&lt;br /&gt;
* Metal worker skill (guild level required?)&lt;br /&gt;
&lt;br /&gt;
= Misc =&lt;br /&gt;
* Weapons&lt;br /&gt;
** Each weapon has a set type&lt;br /&gt;
** Class restrictions base on weapon type&lt;br /&gt;
** assign skills to each class to match weapon type&lt;br /&gt;
&lt;br /&gt;
* Change PC attacks back to skills and flags&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mobs = &lt;br /&gt;
* Specify what spells they have&lt;br /&gt;
* Memorize or mana or psp/pray per spell&lt;br /&gt;
* Steal memorized spells&lt;br /&gt;
* Steal mana&lt;br /&gt;
* What mob casts &amp;amp; how is based on what they have available (AI)&lt;br /&gt;
* Spell list stored on proto, when loaded populate active mob skills&lt;br /&gt;
** mob sn&lt;br /&gt;
** spell id&lt;br /&gt;
** Flag(s)&lt;br /&gt;
* Rentable pets - store in mysql&lt;br /&gt;
* Purge active_mob_skills table on boot&lt;br /&gt;
* Tactive_mob_skills_mem table&lt;br /&gt;
* move memorize from db to memory? (or conditions in code for mob vs player)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
* summonable&lt;br /&gt;
* rentable&lt;br /&gt;
* can level&lt;br /&gt;
* can learn skills and spells&lt;br /&gt;
* can memorize&lt;br /&gt;
* can be granted spells&lt;br /&gt;
* perhaps all spells are granted?&lt;br /&gt;
&lt;br /&gt;
= Newbies =&lt;br /&gt;
* Better help&lt;br /&gt;
* Revise start newbie town (again)&lt;br /&gt;
* More hints&lt;br /&gt;
* Some sort of automated newbie guide? (Does the start town work for this already?)&lt;br /&gt;
&lt;br /&gt;
= World =&lt;br /&gt;
* Planes&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate material plane&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
* Larger, more fleshed out world&lt;br /&gt;
* Vehicles&lt;br /&gt;
* Boats (passangers)&lt;br /&gt;
* Auto-mapper?&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
* Types&lt;br /&gt;
** Leather&lt;br /&gt;
** Wood&lt;br /&gt;
** Steel&lt;br /&gt;
** Alchemy&lt;br /&gt;
** Mage (scroll / staff)&lt;br /&gt;
** Food&lt;br /&gt;
** Miner&lt;br /&gt;
&lt;br /&gt;
* Gather ingredients &amp;amp; assemble them&lt;br /&gt;
* Binding item? (ala ffxi crystals)&lt;br /&gt;
&lt;br /&gt;
= Transportation = &lt;br /&gt;
* Objects&lt;br /&gt;
* Flag: passengers- inside/outide/both/windows/driver in/out&lt;br /&gt;
* Char cmd flag: in, out, mount, ride, enter, leave&lt;br /&gt;
* Capacity&lt;br /&gt;
* Carried people (carried by other people)&lt;br /&gt;
* People carried by people in objects in objects carrying people&lt;br /&gt;
&lt;br /&gt;
= People inside items =&lt;br /&gt;
* Weight capacity&lt;br /&gt;
* Volume (too much detail?)&lt;br /&gt;
* Weight factor (old phole idea)&lt;br /&gt;
* Description for internal room of item (new field, or use edesc?)&lt;br /&gt;
* Virtual room, not real (set of rooms copied to virtual rooms per item SN)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
* add to IMESS&lt;br /&gt;
* Create a cosmology&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate Material plane&lt;br /&gt;
** Astral plane&lt;br /&gt;
** all 4 elemental planes&lt;br /&gt;
** Shadow&lt;br /&gt;
** Abyss (that sucker is huge)&lt;br /&gt;
** 9 layers of hell &amp;amp; their lords&lt;br /&gt;
* Make &amp;quot;paths&amp;quot; another plane?&lt;br /&gt;
* Some theoretical link to portals&lt;br /&gt;
* Affects relocate, summon&lt;br /&gt;
* Hometown per material plane? (defined in plane table?) (default to mid)&lt;br /&gt;
* Once people start plane travel, add colored icon to room title to indicate what plane you&#039;re in (or make this a special skill / spell) (help entry to explain icon key)&lt;br /&gt;
* Story outline for alternate plane&lt;br /&gt;
** Pre-Adril, or never was built here&lt;br /&gt;
** Defended against dragon attack&lt;br /&gt;
&lt;br /&gt;
= Races = &lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2321</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2321"/>
		<updated>2011-06-18T13:23:11Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Immortal AddictWiki.  [[http://www.addictmud.org/icom/wiki/index.php?title=Main_Page&amp;amp;action=purge Force this page to refresh]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important that nobody discusses the information in here that hasn&#039;t already been made public knowledge.  This is why you have to login in order to access anything.&lt;br /&gt;
&lt;br /&gt;
See the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for wiki usage and configuration help.&lt;br /&gt;
&lt;br /&gt;
Desired usage / guidlines of sorts:&lt;br /&gt;
* Read the posted specs / idea that needs discussion, and post your feedback in the &amp;quot;discussion&amp;quot; tab.&lt;br /&gt;
* When commenting on an &amp;quot;article&amp;quot;, go to the &amp;quot;Discussion&amp;quot; tab, click on the + sign next to edit to add a new comment, and type away.  To keep things clear, please sign your post with the &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; macro (that&#039;s usually the second button from the right above the textbox).  The macro gets translated to &amp;quot;--[[User:Brazil|Brazil]] 01:37, 29 October 2005 (PDT)&amp;quot; on save.&lt;br /&gt;
* Feel free to add pages for yourself, if you want to post up things to discuss, or keep notes and what-not for yourself.  It&#039;s an open database, take advantage of it.&lt;br /&gt;
* Pages generally related to just yourself, please prefix with your imm name or add a category tag that&#039;s your imm name.  For example: &amp;lt;nowiki&amp;gt;[[Category:Brazil]]&amp;lt;/nowiki&amp;gt; will make the page belong to the &amp;quot;Brazil&amp;quot; category.  Pages can have multiple categories, and they do not have to be previously defined categories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Things on OLC: [[OLC Zones]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
something to look at later&lt;br /&gt;
&lt;br /&gt;
http://www.lysator.liu.se/mud/questdesign.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Things going on:&lt;br /&gt;
&lt;br /&gt;
* Everything in [[The Plot]] is pretty much something that could be done eventually.&lt;br /&gt;
* &amp;lt;s&amp;gt;Necro revamp&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;quot;[[Scrollmaker]]&amp;quot; profession&lt;br /&gt;
* Wizard redesign&lt;br /&gt;
* Priest redesign&lt;br /&gt;
* Expand planes&lt;br /&gt;
* Re-open ruined Midgaard&lt;br /&gt;
* [[Chronomancer]] sub-class&lt;br /&gt;
&lt;br /&gt;
Things I want done, but I&#039;m already doing too much&lt;br /&gt;
* More Guild designs&lt;br /&gt;
* Discussions with players to get feedback on things the like / dislike, and would love to see go, or added.&lt;br /&gt;
* The whole Clan concept needs revisited, and new features / ideas for them designed, so that we can revive them (clan towns anyone can rent in (for a fee?), whatever, go nuts)&lt;br /&gt;
* Design Kenetic Knight&lt;br /&gt;
* Design Bard&lt;br /&gt;
* Design Assassin&lt;br /&gt;
* Design Professions... Alchemy, Leather worker, blacksmith, etc... there&#039;s a list on [[The Plot]] page&lt;br /&gt;
* Lots of overall mud design ideas that I need to run past people...&lt;br /&gt;
* I&#039;d like people to review the Plot page, and add their own comments on the Discussion tab, things that you think will work, things that you don&#039;t think will work (and why), new ideas to go with things? etc etc&lt;br /&gt;
* We need someone to review OLC port, and see what&#039;s finished and forgotten, or what&#039;s unfinished and abandoned.  Or even what&#039;s done and is already on the game port but was never removed from olc.  (and create a Wiki page to track finished areas so we can remember to go over them)&lt;br /&gt;
* Check out upper levels of Imperial Palace, see if they can be reconnected, maybe add some mobs&lt;br /&gt;
* Move (duplicate for transition) all the skills into a &amp;quot;skill&amp;quot; command like &amp;quot;cast&amp;quot; works, so we don&#039;t have to create a series of commands for every new skill&lt;br /&gt;
* [[Spellweaver]] sub-class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are up to helping with any of the above two lists, let me know!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I copied this from Wikipedia.  I thought it would be a good resource for ideas for names of sub-classes and what-not, and I&#039;ve learned the hard way not to take for granted that things won&#039;t get removed from wikipedia for no good reason.&lt;br /&gt;
* [[List of Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
A resource I found for spell / skill ideas, and classes &amp;amp; occupations (which could be useful guild ideas)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Feats&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Skills&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Occupations&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Classes&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Alchemy&amp;diff=2320</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Alchemy&amp;diff=2320"/>
		<updated>2011-05-26T02:16:07Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Plan:&lt;br /&gt;
&lt;br /&gt;
* Create potions using ingredients&lt;br /&gt;
* how are ingredients stored?&lt;br /&gt;
* Gardens in player house&lt;br /&gt;
* gardens in the world&lt;br /&gt;
* foraging code is done&lt;br /&gt;
* list spells&lt;br /&gt;
* determine ingredients for each spell&lt;br /&gt;
* shops can sell some ingredients&lt;br /&gt;
* Ingredients in the bazaar&lt;br /&gt;
* Ingredients save on shops over reboot?&lt;br /&gt;
* Flag for brew on skill&lt;br /&gt;
* plan ingredients around the mud&lt;br /&gt;
* Ingredient containers with item limit, no weight&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alchemy Ideas:&lt;br /&gt;
&lt;br /&gt;
Oiled Bowstring(string for one bow)&lt;br /&gt;
*Cold Fire(torch or flask)-a cold flame that does not burn what it touches and is only used for light.&lt;br /&gt;
*Elven Wine(one bottle-when drunk my elves grants a plus to fortitude, but when by non-elves instant drunkness for a long time.&lt;br /&gt;
*Ironwood balm(flask, one use)-when applied to a wooden staff it strengthens it making it a harden weapon, turning it to &amp;quot;steel&amp;quot; giving it a bonus of some type to show it&#039;s power increase. &lt;br /&gt;
*Fey Spirits(one bottle-when elves drink it they are granted a fey type of gift (decided later) but when non-elves drink it they hallucinate.&lt;br /&gt;
*Chameleon Paint(flask, one application-applied to the face (looses wear position) but grants a limited hide.&lt;br /&gt;
*Glow Wand(1 stick)-um duh&lt;br /&gt;
*Faerie Dust(bag)-Must be thrown on a mob right away and makes a large explosion within a set time or else player will take damage from holding it too long after activating it.&lt;br /&gt;
*Bottled Mist(jug, one use)-when thrown into the air outdoors it causes a fog to develop hiding all players from mob&#039;s view.  (think the fog in nightmare before x-mas)&lt;br /&gt;
*Gossamer Thread(per garment-secret thread, spun from a mix of spider&#039;s web and beams of moonlight, prime materials for cloaks of elvenkind, grants some kind of bonus since it is hard to create/come by.&lt;br /&gt;
*Liquid Light(vial, 6 doses)-crytal clear substance that grants light when it comes in contact with exterior air, every hour uses one dose in the container, if thrown on a mob it does no damage but grants +1 hitroll to player.  &lt;br /&gt;
*Spidersilk (glue)(120 ft)-originally a Drow invention, is an adhesive in a stringy form and can be thrown on mobs to keep them from fleeing.&lt;br /&gt;
*Sleeping Mist(jug, one use)-Same as bottled mist but puts mobs to sleep as well.&lt;br /&gt;
*Naphtha(flask)-can only be used underground, is a fire substance and cannot be put out till it dies on it&#039;s own. 1d6 damage to ALL people standing there, lasts 1d6 rounds.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2319</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2319"/>
		<updated>2011-04-18T00:10:02Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Immortal AddictWiki.  [[http://www.addictmud.org/icom/wiki/index.php?title=Main_Page&amp;amp;action=purge Force this page to refresh]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important that nobody discusses the information in here that hasn&#039;t already been made public knowledge.  This is why you have to login in order to access anything.&lt;br /&gt;
&lt;br /&gt;
See the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for wiki usage and configuration help.&lt;br /&gt;
&lt;br /&gt;
Desired usage / guidlines of sorts:&lt;br /&gt;
* Read the posted specs / idea that needs discussion, and post your feedback in the &amp;quot;discussion&amp;quot; tab.&lt;br /&gt;
* When commenting on an &amp;quot;article&amp;quot;, go to the &amp;quot;Discussion&amp;quot; tab, click on the + sign next to edit to add a new comment, and type away.  To keep things clear, please sign your post with the &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; macro (that&#039;s usually the second button from the right above the textbox).  The macro gets translated to &amp;quot;--[[User:Brazil|Brazil]] 01:37, 29 October 2005 (PDT)&amp;quot; on save.&lt;br /&gt;
* Feel free to add pages for yourself, if you want to post up things to discuss, or keep notes and what-not for yourself.  It&#039;s an open database, take advantage of it.&lt;br /&gt;
* Pages generally related to just yourself, please prefix with your imm name or add a category tag that&#039;s your imm name.  For example: &amp;lt;nowiki&amp;gt;[[Category:Brazil]]&amp;lt;/nowiki&amp;gt; will make the page belong to the &amp;quot;Brazil&amp;quot; category.  Pages can have multiple categories, and they do not have to be previously defined categories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Things on OLC: [[OLC Zones]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
something to look at later&lt;br /&gt;
&lt;br /&gt;
http://www.lysator.liu.se/mud/questdesign.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Things going on:&lt;br /&gt;
&lt;br /&gt;
* Everything in [[The Plot]] is pretty much something that could be done eventually.&lt;br /&gt;
* &amp;lt;s&amp;gt;Necro revamp&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;quot;[[Scrollmaker]]&amp;quot; profession&lt;br /&gt;
* Wizard redesign&lt;br /&gt;
* Priest redesign&lt;br /&gt;
* Expand planes&lt;br /&gt;
* Re-open ruined Midgaard&lt;br /&gt;
* Move (duplicate for transition) all the skills into a &amp;quot;skill&amp;quot; command like &amp;quot;cast&amp;quot; works, so we don&#039;t have to create a series of commands for every new skill&lt;br /&gt;
* Need a [[Spellweaver]] sub-class&lt;br /&gt;
* Need a [[Chronomancer]] sub-class&lt;br /&gt;
&lt;br /&gt;
Things I want done, but I&#039;m already doing too much&lt;br /&gt;
* More Guild designs&lt;br /&gt;
* Discussions with players to get feedback on things the like / dislike, and would love to see go, or added.&lt;br /&gt;
* The whole Clan concept needs revisited, and new features / ideas for them designed, so that we can revive them (clan towns anyone can rent in (for a fee?), whatever, go nuts)&lt;br /&gt;
* Design Kenetic Knight&lt;br /&gt;
* Design Bard&lt;br /&gt;
* Design Assassin&lt;br /&gt;
* Design Professions... Alchemy, Leather worker, blacksmith, etc... there&#039;s a list on [[The Plot]] page&lt;br /&gt;
* Lots of overall mud design ideas that I need to run past people...&lt;br /&gt;
* I&#039;d like people to review the Plot page, and add their own comments on the Discussion tab, things that you think will work, things that you don&#039;t think will work (and why), new ideas to go with things? etc etc&lt;br /&gt;
* We need someone to review OLC port, and see what&#039;s finished and forgotten, or what&#039;s unfinished and abandoned.  Or even what&#039;s done and is already on the game port but was never removed from olc.  (and create a Wiki page to track finished areas so we can remember to go over them)&lt;br /&gt;
* Check out upper levels of Imperial Palace, see if they can be reconnected, maybe add some mobs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are up to helping with any of the above two lists, let me know!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I copied this from Wikipedia.  I thought it would be a good resource for ideas for names of sub-classes and what-not, and I&#039;ve learned the hard way not to take for granted that things won&#039;t get removed from wikipedia for no good reason.&lt;br /&gt;
* [[List of Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
A resource I found for spell / skill ideas, and classes &amp;amp; occupations (which could be useful guild ideas)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Feats&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Skills&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Occupations&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Classes&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Newbie_Experience&amp;diff=2313</id>
		<title>Newbie Experience</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Newbie_Experience&amp;diff=2313"/>
		<updated>2011-01-15T01:51:30Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trying to turn this into instructions on what we want to do with The Newbie Experience.&lt;br /&gt;
&lt;br /&gt;
(first section removed (for now))&lt;br /&gt;
&lt;br /&gt;
= Newbie Simulation =&lt;br /&gt;
* The idea is to show them what Addict is about.  Give them a taste of what makes us unique, as well as important information to help them play on their own.&lt;br /&gt;
&lt;br /&gt;
== The Details == &lt;br /&gt;
&lt;br /&gt;
A simulation experience for newbies that want to see what things look like on Addict when your characters are higher level. &lt;br /&gt;
&lt;br /&gt;
Create a special mob for every class (to start, this could work with just a generic &amp;quot;Cleric&amp;quot;, &amp;quot;Fighter&amp;quot;, and &amp;quot;Spell caster&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
When they enter the game as new players, explicitly present instructions for those wishing to participate in the experience (aimed at people who have Mudded before, which, as I mentioned before, I believe is the majority of all our new players).&lt;br /&gt;
&lt;br /&gt;
Similar to the immortal switch command (as I understand it), the new player will have the ability to step into the shoes of a high level * (where * is a class, or one of the generalization I mentioned earlier), whereupon he will be able to access all the skills that particular class is given.&lt;br /&gt;
&lt;br /&gt;
To complement this, we will need to create a special &amp;quot;Arena&amp;quot;, filled with mobs to challenge high level characters of the specific classes. Of course, there will need to be abundant documentation and clear instructions for new players as to where and what skills/spells they might want to try out on their adversaries. The idea behind this is to give new players a preview of what kind of skills and spells will be available to them as they reach the higher levels in certain classes. I feel like this is something that does not become very clear, even to long time players, until they have invested a significant amount of time into the game. If we provide such a simulation, I feel like the retention rate for new players could increase significantly.&lt;br /&gt;
&lt;br /&gt;
There are certainly issues with this kind of system. There need to be extensive checks in the system to prevent current high level players from exploiting the simulation. Specifically, &amp;quot;simulated&amp;quot; sorcerers, for example, should not be able to teleport out of the arena and be used elsewhere, etc...you get the idea.&lt;br /&gt;
&lt;br /&gt;
Equipment: Obviously, game play is often heavily influenced by a character&#039;s equipment set. I vaguely propose that these &amp;quot;simulation&amp;quot; mobs be outfitted with a (as Garg suggested, !MORT) set of equipment that, in our best judgment, represents the &amp;quot;average&amp;quot; set of equipment of a character of that class.&lt;br /&gt;
&lt;br /&gt;
Inexperience: Ok...so we let you assume the body of a level 65 Ninja...now what? Well, I suggest we draft a set of instructions for each class, or whatever subdivision is chosen, that suggests skills that you might want to try out, how they work, and possible combinations with other classes, since we offer multiplay. Furthermore, we can conjure up some mobs that are specifically (and obviously) weak to certain attacks, and immune (or almost immune) to others. We can clearly explain this to new players either via the class guide mentioned before or through very clear mob and/or room descriptions.&lt;br /&gt;
&lt;br /&gt;
Anyway, all ambitious ideas. In my opinion, though, definitely worth pondering. Let&#039;s face it, we are in an era where interest in MUDs is dwindling and the community is not likely to increase in size anytime soon. So, the few players we get, lets make our best effort to show them what Addict is really about and keep them on board for countless hours of fun, mindless killing ;)&lt;br /&gt;
&lt;br /&gt;
Please post comments, suggestions, etc. as you see fit!&lt;br /&gt;
&lt;br /&gt;
-G&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Newbie_Experience&amp;diff=2312</id>
		<title>Talk:Newbie Experience</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Newbie_Experience&amp;diff=2312"/>
		<updated>2011-01-15T01:47:27Z</updated>

		<summary type="html">&lt;p&gt;Brazil: New page: As discussed previously, the basic ideas are as follows:  1. Make the MUD more visible on sites such as mudconnector.com (if anyone knows other similar sites, please add them). My ideas: -...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As discussed previously, the basic ideas are as follows:&lt;br /&gt;
&lt;br /&gt;
1. Make the MUD more visible on sites such as mudconnector.com (if anyone knows other similar sites, please add them). My ideas:&lt;br /&gt;
- Offer rewards for thoughtful reviews on mudconnector (I think qps will do just fine)&lt;br /&gt;
- Coordinate a mud-wide voting (week?) to increase Addict&#039;s visibility on the site (also possible rewards for mortals, although tracking this would be hard/impossible).&lt;br /&gt;
- I would be willing to conduct the &amp;quot;PR campaign&amp;quot;, as Brazil called it, for this effort&lt;br /&gt;
- BUT, before this happens, I propose we spruce up the &amp;quot;newbie experience&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how (please add your ideas too):&lt;br /&gt;
&lt;br /&gt;
- A &amp;quot;simulation&amp;quot; for new players. The idea is as follows. Most new players that connect to Addict already have experience with MUDs. They are looking for a new experience that somehow stands out from other what they have played before. Our newbie zone is all good and fine. But, in this day and age, newbie zones are really just a necessity for every MUD. We need to show players what Addict has to offer without relying on 1. Older players guiding them through the game and trying to explain it. 2. Showering them with EQ and leveling their characters in the hope that they stick around.&lt;br /&gt;
&lt;br /&gt;
As one player pointed out to me, too much help can be just as bad as not enough help. Example: you help a newbie level his new warrior to 15, then graciously donate a set of Titan eq to him. He comes back one time, sees that leveling in the real world (ie mob museum, MAYBE addict academy) is not as easy as having a level 65 cleric follow you. He loses interest in the game.&lt;br /&gt;
&lt;br /&gt;
Although I maintain the stance that pretty much all of our players are very welcoming and helpful to newbies, we need to make the complete newbie experience more independent of any interaction with current players.&lt;br /&gt;
&lt;br /&gt;
Idea 1: Simulation. In short, a simulation experience for newbies that want to see what things look like on Addict when your characters are higher level. Specifics: Create a special mob for every class (to start, this could work with just a generic &amp;quot;Cleric&amp;quot;, &amp;quot;Fighter&amp;quot;, and &amp;quot;Spellcaster&amp;quot;). When they enter the game as new players, explicitly present instructions for those wishing to participate in the experience (aimed at people who have Mudded before, which, as I mentioned before, I believe is the majority of all our new players). Similar to the immortal switch command (as I understand it), the new player will have the ability to step into the shoes of a high level * (where * is a class, or one of the generalization I mentioned earlier), whereupon he will be able to access all the skills that particular class is given. To complement this, we will need to create a special &amp;quot;Arena&amp;quot;, filled with mobs to challenge high level characters of the specific classes. Of course, there will need to be abundant documentation and clear instructions for new players as to where and what skills/spells they might want to try out on their adversaries. The idea behind this is to give new players a preview of what kind of skills and spells will be available to them as they reach the higher levels in certain classes. I feel like this is something that does not become very clear, even to long time players, until they have invested a significant amount of time into the game. If we provide such a simulation, I feel like the retention rate for new players could increase significantly.&lt;br /&gt;
&lt;br /&gt;
There are certainly issues with this kind of system. There need to be extensive checks in the system to prevent current high level players from exploiting the simulation. Specifically, &amp;quot;simulated&amp;quot; sorcerers, for example, should not be able to teleport out of the arena and be used elsewhere, etc...you get the idea.&lt;br /&gt;
&lt;br /&gt;
Equipment: Obviously, gameplay is often heavily influenced by a character&#039;s equipment set. I vaguely propose that these &amp;quot;simulation&amp;quot; mobs be outfitted with a (as Garg suggested, !MORT) set of equipment that, in our best judgement, represents the &amp;quot;average&amp;quot; set of equipment of a character of that class.&lt;br /&gt;
&lt;br /&gt;
Inexperience: Ok...so we let you assume the body of a level 65 Ninja...now what? Well, I suggest we draft a set of instructions for each class, or whatever subdivision is chosen, that suggests skills that you might want to try out, how they work, and possible combinations with other classes, since we offer multiplay. Furthermore, we can conjure up some mobs that are specifically (and obviously) weak to certain attacks, and immune (or almost immune) to others. We can clearly explain this to new players either via the class guide mentioned before or through very clear mob and/or room descriptions.&lt;br /&gt;
&lt;br /&gt;
Anyway, all ambitious ideas. In my opinion, though, definitely worth pondering. Let&#039;s face it, we are in an era where interest in MUDs is dwindling and the community is not likely to increase in size anytime soon. So, the few players we get, lets make our best effort to show them what Addict is really about and keep them on board for countless hours of fun, mindless killing ;)&lt;br /&gt;
&lt;br /&gt;
Please post comments, suggestions, etc. as you see fit!&lt;br /&gt;
&lt;br /&gt;
-G&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=User_talk:Grail&amp;diff=2311</id>
		<title>User talk:Grail</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=User_talk:Grail&amp;diff=2311"/>
		<updated>2011-01-15T01:47:10Z</updated>

		<summary type="html">&lt;p&gt;Brazil: New page: Moved to Newbie Experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moved to [[Newbie Experience]]&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Newbie_Experience&amp;diff=2310</id>
		<title>Newbie Experience</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Newbie_Experience&amp;diff=2310"/>
		<updated>2011-01-15T01:46:30Z</updated>

		<summary type="html">&lt;p&gt;Brazil: New page: As discussed previously, the basic ideas are as follows:  1. Make the MUD more visible on sites such as mudconnector.com (if anyone knows other similar sites, please add them). My ideas: -...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As discussed previously, the basic ideas are as follows:&lt;br /&gt;
&lt;br /&gt;
1. Make the MUD more visible on sites such as mudconnector.com (if anyone knows other similar sites, please add them). My ideas:&lt;br /&gt;
- Offer rewards for thoughtful reviews on mudconnector (I think qps will do just fine)&lt;br /&gt;
- Coordinate a mud-wide voting (week?) to increase Addict&#039;s visibility on the site (also possible rewards for mortals, although tracking this would be hard/impossible).&lt;br /&gt;
- I would be willing to conduct the &amp;quot;PR campaign&amp;quot;, as Brazil called it, for this effort&lt;br /&gt;
- BUT, before this happens, I propose we spruce up the &amp;quot;newbie experience&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how (please add your ideas too):&lt;br /&gt;
&lt;br /&gt;
- A &amp;quot;simulation&amp;quot; for new players. The idea is as follows. Most new players that connect to Addict already have experience with MUDs. They are looking for a new experience that somehow stands out from other what they have played before. Our newbie zone is all good and fine. But, in this day and age, newbie zones are really just a necessity for every MUD. We need to show players what Addict has to offer without relying on 1. Older players guiding them through the game and trying to explain it. 2. Showering them with EQ and leveling their characters in the hope that they stick around.&lt;br /&gt;
&lt;br /&gt;
As one player pointed out to me, too much help can be just as bad as not enough help. Example: you help a newbie level his new warrior to 15, then graciously donate a set of Titan eq to him. He comes back one time, sees that leveling in the real world (ie mob museum, MAYBE addict academy) is not as easy as having a level 65 cleric follow you. He loses interest in the game.&lt;br /&gt;
&lt;br /&gt;
Although I maintain the stance that pretty much all of our players are very welcoming and helpful to newbies, we need to make the complete newbie experience more independent of any interaction with current players.&lt;br /&gt;
&lt;br /&gt;
Idea 1: Simulation. In short, a simulation experience for newbies that want to see what things look like on Addict when your characters are higher level. Specifics: Create a special mob for every class (to start, this could work with just a generic &amp;quot;Cleric&amp;quot;, &amp;quot;Fighter&amp;quot;, and &amp;quot;Spellcaster&amp;quot;). When they enter the game as new players, explicitly present instructions for those wishing to participate in the experience (aimed at people who have Mudded before, which, as I mentioned before, I believe is the majority of all our new players). Similar to the immortal switch command (as I understand it), the new player will have the ability to step into the shoes of a high level * (where * is a class, or one of the generalization I mentioned earlier), whereupon he will be able to access all the skills that particular class is given. To complement this, we will need to create a special &amp;quot;Arena&amp;quot;, filled with mobs to challenge high level characters of the specific classes. Of course, there will need to be abundant documentation and clear instructions for new players as to where and what skills/spells they might want to try out on their adversaries. The idea behind this is to give new players a preview of what kind of skills and spells will be available to them as they reach the higher levels in certain classes. I feel like this is something that does not become very clear, even to long time players, until they have invested a significant amount of time into the game. If we provide such a simulation, I feel like the retention rate for new players could increase significantly.&lt;br /&gt;
&lt;br /&gt;
There are certainly issues with this kind of system. There need to be extensive checks in the system to prevent current high level players from exploiting the simulation. Specifically, &amp;quot;simulated&amp;quot; sorcerers, for example, should not be able to teleport out of the arena and be used elsewhere, etc...you get the idea.&lt;br /&gt;
&lt;br /&gt;
Equipment: Obviously, gameplay is often heavily influenced by a character&#039;s equipment set. I vaguely propose that these &amp;quot;simulation&amp;quot; mobs be outfitted with a (as Garg suggested, !MORT) set of equipment that, in our best judgement, represents the &amp;quot;average&amp;quot; set of equipment of a character of that class.&lt;br /&gt;
&lt;br /&gt;
Inexperience: Ok...so we let you assume the body of a level 65 Ninja...now what? Well, I suggest we draft a set of instructions for each class, or whatever subdivision is chosen, that suggests skills that you might want to try out, how they work, and possible combinations with other classes, since we offer multiplay. Furthermore, we can conjure up some mobs that are specifically (and obviously) weak to certain attacks, and immune (or almost immune) to others. We can clearly explain this to new players either via the class guide mentioned before or through very clear mob and/or room descriptions.&lt;br /&gt;
&lt;br /&gt;
Anyway, all ambitious ideas. In my opinion, though, definitely worth pondering. Let&#039;s face it, we are in an era where interest in MUDs is dwindling and the community is not likely to increase in size anytime soon. So, the few players we get, lets make our best effort to show them what Addict is really about and keep them on board for countless hours of fun, mindless killing ;)&lt;br /&gt;
&lt;br /&gt;
Please post comments, suggestions, etc. as you see fit!&lt;br /&gt;
&lt;br /&gt;
-G&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2309</id>
		<title>Talk:Tokenizer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2309"/>
		<updated>2011-01-08T19:34:06Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmmm...&lt;br /&gt;
Hmmmmmmmm......&lt;br /&gt;
&lt;br /&gt;
This seems very interesting.&lt;br /&gt;
&lt;br /&gt;
Other things to possibly consider:&lt;br /&gt;
&lt;br /&gt;
* Could we have events tied to the tokens?&lt;br /&gt;
** 2x EXP tokens, or while in control of the token that zone gets the event? (not sure if this is too customized)&lt;br /&gt;
** 2x HP tokens, etc&lt;br /&gt;
* When you say &amp;quot;control&amp;quot; of the zone - does that mean no one else may enter the zone?&lt;br /&gt;
** If that&#039;s the case, we should definitely have some sort of timer ... &lt;br /&gt;
** You wouldn&#039;t want Caniffe logging in and grabbing &amp;quot;control&amp;quot; only to not log in again for 3 months!&lt;br /&gt;
* Could we have different &amp;quot;levels&amp;quot; of tokens?&lt;br /&gt;
* In terms of assigning a spell - this might be a great way to utilize the &amp;quot;grant&amp;quot; system!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;level&amp;quot; of a token?  how do you mean? like value?&lt;br /&gt;
* Events could be tied to tokens.  would we want to show that the token would trigger an even when turned in? or make some other way to trigger an event token?&lt;br /&gt;
* By control, just that you get the affect / spell that the zone offers.  anybody can get into the zone, and thus any clan can try to steal control by gathering / turning in tokens&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2308</id>
		<title>Talk:Tokenizer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Tokenizer&amp;diff=2308"/>
		<updated>2011-01-08T19:33:48Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmmm...&lt;br /&gt;
Hmmmmmmmm......&lt;br /&gt;
&lt;br /&gt;
This seems very interesting.&lt;br /&gt;
&lt;br /&gt;
Other things to possibly consider:&lt;br /&gt;
&lt;br /&gt;
* Could we have events tied to the tokens?&lt;br /&gt;
** 2x EXP tokens, or while in control of the token that zone gets the event? (not sure if this is too customized)&lt;br /&gt;
** 2x HP tokens, etc&lt;br /&gt;
* When you say &amp;quot;control&amp;quot; of the zone - does that mean no one else may enter the zone?&lt;br /&gt;
** If that&#039;s the case, we should definitely have some sort of timer ... &lt;br /&gt;
** You wouldn&#039;t want Caniffe logging in and grabbing &amp;quot;control&amp;quot; only to not log in again for 3 months!&lt;br /&gt;
* Could we have different &amp;quot;levels&amp;quot; of tokens?&lt;br /&gt;
* In terms of assigning a spell - this might be a great way to utilize the &amp;quot;grant&amp;quot; system!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;level&amp;quot; of a token?  how do you mean? like value?&lt;br /&gt;
* Events could be tied to tokens.  would we want to show that the token would trigger an even when turned in? or make some other way to trigger an event token?&lt;br /&gt;
* By control, just that you get the affect / spell that the zone offers.  anybody can get into the zone, and thus any clan can try to steal control by gathering / turning in tokens&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2305</id>
		<title>Talk:Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2305"/>
		<updated>2011-01-05T13:57:36Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* random thought */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do we want to make all spells scrollable?&lt;br /&gt;
** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spells like Word of Souls, Burrowing Digits, etc.&lt;br /&gt;
** We dont want to make certain classes obsolete by turning them into scrollmakers only, and having players blast away at everything with a fully scrolled up psi or ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This obviously would have the potential for &amp;quot;botting&amp;quot; issues, so we&#039;d have to be on the lookout for that.&lt;br /&gt;
&lt;br /&gt;
* I do kind of like the idea of having the limited abiltiy to create &amp;quot;grant&amp;quot; scrolls.. that&#039;s something we really haven&#039;t done enough with.&lt;br /&gt;
&lt;br /&gt;
* Is there going to be some kind of time penalty to scribe?  Or just mana penalties?  The mana penalties might not be all that steep, with elven mages having up over 1300 mana, and zealous regen as well.  Something to consider...&lt;br /&gt;
&lt;br /&gt;
== limitations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I would love to hear more ideas on limitations because the mana regen.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been putting thought into it, but I haven&#039;t been able to come up with anything I like.  Including more components, like a quill and inkwell, which eventually runs out, but I wasn&#039;t sure if that wasn&#039;t just more annoying that useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m with you on psionicists.  I didn&#039;t want to immediately discount them until someone else gave feedback, in case I was crazy.&lt;br /&gt;
&lt;br /&gt;
Did you have thoughts on what spells to limit?  Now that I think about psi&#039;s, the normal OLC code I think limits almost all PSI spells from being put on scrolls, so allowing psi&#039;s to be scrollmaker&#039;s would be useless.&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hmm..  well, currently with wizards being the only class that can scribe.. the only limitation is time.  Specifically the time it takes to memorize a spell.  The actual scribing of the spell is virtually instantaneous.  By changing the scribe system to a mana-style system, we lose that automatic time sink that memorize gave us.  Even without a mana regen hit, a 1,000 mana sorc with 30% cast cost (I dont have the mud open, so i&#039;m going to assume haste is 30 mana after cast cost) could make 30 haste scrolls almost instantly.&lt;br /&gt;
&lt;br /&gt;
So from a time standpoint, what if the limitation was related to the mana cost of the spell?  So a 10 mana spell like detect invisible, could be scribed in 1 second.  But a 30 mana spell might take 5 seconds.  A 75 mana spell might take 30 seconds.  etc, etc... (i&#039;d almost look at the mem times of similar spells as a basis for the timing, and adjust from there)&lt;br /&gt;
&lt;br /&gt;
I think that limiting some of necro&#039;s spells would be good - especially the polymorph type ones (as well as sorc&#039;s polymorph - which i doubt would even be scribable...).&lt;br /&gt;
&lt;br /&gt;
== time ==&lt;br /&gt;
&lt;br /&gt;
hmm, the instantaneous scribing is potentially a problem.  But what kind of affect do you think the 200% mana regen penalty will have on that?&lt;br /&gt;
&lt;br /&gt;
Maybe it should be more like chaos and the nuke spells, where mana is drained to power the shield.  We drain the mana into the scroll over the course of X number of seconds, based on the mana cost (or what the mem-time would be?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BTW- sorcerer poly can&#039;t be on a scroll because you can&#039;t pass arguments with a scroll, which is required to specify what you want to poly into.  The necro poly&#039;s COULD be scrolls since they are one form per spell, but I don&#039;t think I allowed that (I&#039;ll double check).&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;br /&gt;
&lt;br /&gt;
== random thought ==&lt;br /&gt;
&lt;br /&gt;
In Oblivion, if you join the mage guild (forget what it&#039;s called), you gain access to create your own spells.  They cost something, but you basically get the ability to customize your own spells based on affects of spells you already know.  We could eventually work that in as a sub-class, that requires you be a master Scrollmaker, and make all of such created spells as scrolls only.  Scribe times based on the power of the spell (assigned at creation of the spell).&lt;br /&gt;
&lt;br /&gt;
--[[User:Brazil|Brazil]] 13:57, 5 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2304</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2304"/>
		<updated>2011-01-05T13:56:34Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a regular blank one, or a blank grant scroll) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
&lt;br /&gt;
* 200% mana regen penalty for 4 ticks&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** determined by the type of blank scroll being scribe to&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ideas on the table:&lt;br /&gt;
* Time to scribe based on mana cost&lt;br /&gt;
* Instead of 200% mana regen penalty for 4 ticks, have mana regen stop entirely for a time (4 ticks?) (balance out how much can be scribed in one go)&lt;br /&gt;
* Time to scribe &amp;amp; success based on stats (wisdom, room flags (soundproof))&lt;br /&gt;
* Scrolls that have room for multiple (different) spells (definable, rarer / more expensive)&lt;br /&gt;
* Scrolls with free space could be added to by other classes&lt;br /&gt;
* Implement spells that can only be cast if read from a scroll (learned via quest, remort, another subclass, or spells learned by scrollmaker?)&lt;br /&gt;
* Scrolls with combo spells could produce additional affect depending on the combo, and even the order the spells were scribed&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2303</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2303"/>
		<updated>2011-01-05T13:52:07Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a regular blank one, or a blank grant scroll) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
&lt;br /&gt;
* 200% mana regen penalty for 4 ticks&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** determined by the type of blank scroll being scribe to&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ideas on the table:&lt;br /&gt;
* Time to scribe based on mana cost&lt;br /&gt;
* Time to scribe &amp;amp; success based on stats (wisdom, room flags (soundproof))&lt;br /&gt;
* Scrolls that have room for multiple (different) spells (definable, rarer / more expensive)&lt;br /&gt;
* Scrolls with free space could be added to by other classes&lt;br /&gt;
* Implement spells that can only be cast if read from a scroll (learned via quest, remort, another subclass, or spells learned by scrollmaker?)&lt;br /&gt;
* Scrolls with combo spells could produce additional affect depending on the combo, and even the order the spells were scribed&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2302</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2302"/>
		<updated>2011-01-05T13:44:46Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a regular blank one, or a blank grant scroll) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
&lt;br /&gt;
* 200% mana regen penalty for 4 ticks&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** determined by the type of blank scroll being scribe to&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ideas from Grail...&lt;br /&gt;
&lt;br /&gt;
Here are some ideas:&lt;br /&gt;
* Spells that can *only* be cast by reading scrolls, so they would have to be scribed first&lt;br /&gt;
* Scribing multiple spells per scroll; maybe implement a couple different scrolls with different &amp;quot;capacities&amp;quot; for how many spells they can hold&lt;br /&gt;
** That last one i think could actually be pretty cool because people could make custom scrolls,&lt;br /&gt;
** IE: haste, magical burst, aid or whatever&lt;br /&gt;
** as in all 3 spells on one scroll, for an instant boost of all 3&lt;br /&gt;
** The other benefit this would give is that scrolls could contain spells from several different classes&lt;br /&gt;
** I think that would actually make the whole idea more interesting, because people could experiment with some cool combo scrolls&lt;br /&gt;
* Quests or other means to learn spells that can also only be used when scribed on a scroll&lt;br /&gt;
* Make scribing time/success dependent on wisdom, room type (IE quiet or soundproof would cause better concentration)&lt;br /&gt;
* Extension to spell combos: have some spells produce an extra effect when they are scribed on the same scroll, but don&#039;t make these apparent&lt;br /&gt;
* Also possibly have that based on the order they need to be scribed in, so we could plant notes around the mud that hint at interesting spell combos for scrolls&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2301</id>
		<title>Talk:Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2301"/>
		<updated>2011-01-05T13:25:30Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* time */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do we want to make all spells scrollable?&lt;br /&gt;
** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spells like Word of Souls, Burrowing Digits, etc.&lt;br /&gt;
** We dont want to make certain classes obsolete by turning them into scrollmakers only, and having players blast away at everything with a fully scrolled up psi or ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This obviously would have the potential for &amp;quot;botting&amp;quot; issues, so we&#039;d have to be on the lookout for that.&lt;br /&gt;
&lt;br /&gt;
* I do kind of like the idea of having the limited abiltiy to create &amp;quot;grant&amp;quot; scrolls.. that&#039;s something we really haven&#039;t done enough with.&lt;br /&gt;
&lt;br /&gt;
* Is there going to be some kind of time penalty to scribe?  Or just mana penalties?  The mana penalties might not be all that steep, with elven mages having up over 1300 mana, and zealous regen as well.  Something to consider...&lt;br /&gt;
&lt;br /&gt;
== limitations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I would love to hear more ideas on limitations because the mana regen.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been putting thought into it, but I haven&#039;t been able to come up with anything I like.  Including more components, like a quill and inkwell, which eventually runs out, but I wasn&#039;t sure if that wasn&#039;t just more annoying that useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m with you on psionicists.  I didn&#039;t want to immediately discount them until someone else gave feedback, in case I was crazy.&lt;br /&gt;
&lt;br /&gt;
Did you have thoughts on what spells to limit?  Now that I think about psi&#039;s, the normal OLC code I think limits almost all PSI spells from being put on scrolls, so allowing psi&#039;s to be scrollmaker&#039;s would be useless.&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hmm..  well, currently with wizards being the only class that can scribe.. the only limitation is time.  Specifically the time it takes to memorize a spell.  The actual scribing of the spell is virtually instantaneous.  By changing the scribe system to a mana-style system, we lose that automatic time sink that memorize gave us.  Even without a mana regen hit, a 1,000 mana sorc with 30% cast cost (I dont have the mud open, so i&#039;m going to assume haste is 30 mana after cast cost) could make 30 haste scrolls almost instantly.&lt;br /&gt;
&lt;br /&gt;
So from a time standpoint, what if the limitation was related to the mana cost of the spell?  So a 10 mana spell like detect invisible, could be scribed in 1 second.  But a 30 mana spell might take 5 seconds.  A 75 mana spell might take 30 seconds.  etc, etc... (i&#039;d almost look at the mem times of similar spells as a basis for the timing, and adjust from there)&lt;br /&gt;
&lt;br /&gt;
I think that limiting some of necro&#039;s spells would be good - especially the polymorph type ones (as well as sorc&#039;s polymorph - which i doubt would even be scribable...).&lt;br /&gt;
&lt;br /&gt;
== time ==&lt;br /&gt;
&lt;br /&gt;
hmm, the instantaneous scribing is potentially a problem.  But what kind of affect do you think the 200% mana regen penalty will have on that?&lt;br /&gt;
&lt;br /&gt;
Maybe it should be more like chaos and the nuke spells, where mana is drained to power the shield.  We drain the mana into the scroll over the course of X number of seconds, based on the mana cost (or what the mem-time would be?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BTW- sorcerer poly can&#039;t be on a scroll because you can&#039;t pass arguments with a scroll, which is required to specify what you want to poly into.  The necro poly&#039;s COULD be scrolls since they are one form per spell, but I don&#039;t think I allowed that (I&#039;ll double check).&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Tokenizer&amp;diff=2300</id>
		<title>Tokenizer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Tokenizer&amp;diff=2300"/>
		<updated>2011-01-04T23:47:14Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For individuals (non-clan members)...&lt;br /&gt;
&lt;br /&gt;
* Pick some zones...&lt;br /&gt;
* Each zone have a &amp;quot;token&amp;quot; randomly load.  The token is tied to that zone.&lt;br /&gt;
* When turning in tokens, depending on some factor (random, or number of tokens), an individual will get spelled up with something convenient (infra?), or maybe get some spell grants, etc&lt;br /&gt;
&lt;br /&gt;
For clannies...&lt;br /&gt;
&lt;br /&gt;
* Pick some zones&lt;br /&gt;
* Assign a spell (perm affect, or temporary have the ability to cast, something like that)&lt;br /&gt;
* Again with the tokens loading, and turning them in&lt;br /&gt;
* The clan that turns the most tokens in, owns the zone&lt;br /&gt;
* As long as the clan owns the zone, they get benefits like the ability to cast a spell or a perm affect&lt;br /&gt;
* Every hour (6 hours? 12 hours? 24 hours?) the tokens turned in are checked, whatever clans turns in the most tokens in that time frame becomes the new owner.&lt;br /&gt;
* Owning clan remains owner until another clan beats them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other notes:&lt;br /&gt;
&lt;br /&gt;
* tokens could be random loads on mobs&lt;br /&gt;
* could have the &amp;quot;value&amp;quot; of the tokens depend on the difficulty of the mob&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Tokenizer&amp;diff=2299</id>
		<title>Tokenizer</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Tokenizer&amp;diff=2299"/>
		<updated>2011-01-04T21:32:14Z</updated>

		<summary type="html">&lt;p&gt;Brazil: New page:  For individuals (non-clan members)...  * Pick some zones... * Each zone have a &amp;quot;token&amp;quot; randomly load.  The token is tied to that zone. * When turning in tokens, depending on some factor (...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For individuals (non-clan members)...&lt;br /&gt;
&lt;br /&gt;
* Pick some zones...&lt;br /&gt;
* Each zone have a &amp;quot;token&amp;quot; randomly load.  The token is tied to that zone.&lt;br /&gt;
* When turning in tokens, depending on some factor (random, or number of tokens), an individual will get spelled up with something convenient (infra?), or maybe get some spell grants, etc&lt;br /&gt;
&lt;br /&gt;
For clannies...&lt;br /&gt;
&lt;br /&gt;
* Pick some zones&lt;br /&gt;
* Assign a spell (perm affect, or temporary have the ability to cast, something like that)&lt;br /&gt;
* Again with the tokens loading, and turning them in&lt;br /&gt;
* The clan that turns the most tokens in, owns the zone&lt;br /&gt;
* As long as the clan owns the zone, they get benefits like the ability to cast a spell or a perm affect&lt;br /&gt;
* Every hour (6 hours? 12 hours? 24 hours?) the tokens turned in are checked, whatever clans turns in the most tokens in that time frame becomes the new owner.&lt;br /&gt;
* Owning clan remains owner until another clan beats them.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2298</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2298"/>
		<updated>2010-12-24T17:45:46Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a regular blank one, or a blank grant scroll) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
&lt;br /&gt;
* 200% mana regen penalty for 4 ticks&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** determined by the type of blank scroll being scribe to&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2297</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2297"/>
		<updated>2010-12-24T17:42:37Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a blank one) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
&lt;br /&gt;
* 200% mana regen penalty for 4 ticks&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** determined by the type of blank scroll being scribe to&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2296</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2296"/>
		<updated>2010-12-24T17:41:51Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a blank one) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
&lt;br /&gt;
* 200% mana regen penalty for 4 ticks (each scroll after the first increases penalty by 1 tick)&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** determined by the type of blank scroll being scribe to&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2295</id>
		<title>OLC Zones</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=OLC_Zones&amp;diff=2295"/>
		<updated>2010-12-23T05:30:25Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|| zone || name || Author || Status&lt;br /&gt;
|-&lt;br /&gt;
||   81 || Sleeping Beauty                      || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  139 || Two Kings                            || Nightwind  || NW just got back online after being gone for 2 years.  says this zone is basically complete - however he wants to implement a &amp;quot;talk&amp;quot; quest into it - which can&#039;t be done on the olc port...&lt;br /&gt;
|-&lt;br /&gt;
||  169 || Seasons                              || Nancee     || &lt;br /&gt;
|-&lt;br /&gt;
||  227 || Tree of Life                         || Jagang     || &lt;br /&gt;
|-&lt;br /&gt;
||  380 || Smurf Village                        || Gargamel   || &lt;br /&gt;
|-&lt;br /&gt;
|| 1505 || The River of Wateeria                || Booma      || &lt;br /&gt;
|-&lt;br /&gt;
|| 1510 || Dread Mire Marsh                     || ???        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1515 || Tyrone County DONE                   || Xen        || Done&lt;br /&gt;
|-&lt;br /&gt;
|| 1517 || d                                    || Xen        || &lt;br /&gt;
|-&lt;br /&gt;
|| 1525 || AddictMud Transport                  || Victoria   || &lt;br /&gt;
|-&lt;br /&gt;
|| 1600 || n                                    || Nightwind  || &lt;br /&gt;
|-&lt;br /&gt;
|| 1700 || Pool of Radiance                     || Zerglin    || &lt;br /&gt;
|-&lt;br /&gt;
|| 1900 || East Timmra DONE                     || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1902 || Fortress of Janal DONE               || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1905 || Palace of Janal DONE                 || Orchid     || In Game (requested to stay in olc)&lt;br /&gt;
|-&lt;br /&gt;
|| 1906 || Ansilora&#039;s Tower                     || Orchid     || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
Not sure if Tyrone County is truly done .. I think I walked through it some time ago and was pretty underwhelmed...&lt;br /&gt;
-G&lt;br /&gt;
&lt;br /&gt;
Also, Smurf Village is close - but I&#039;ve been away from it for a long time, so I&#039;d need to run through and see what left needs to be done - I know most of the mobs and rooms are complete at least.&lt;br /&gt;
-G&lt;br /&gt;
&lt;br /&gt;
Pulled some crap and all of the Ravenloft zones.&lt;br /&gt;
--[[User:Brazil|Brazil]] 05:30, 23 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2289</id>
		<title>Talk:Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Scrollmaker&amp;diff=2289"/>
		<updated>2010-12-10T01:09:00Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* limitations */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do we want to make all spells scrollable?&lt;br /&gt;
** Things like lloyds beacon, which is remort only; other specialized types of spells like timefold; high powered spells like Word of Souls, Burrowing Digits, etc.&lt;br /&gt;
** We dont want to make certain classes obsolete by turning them into scrollmakers only, and having players blast away at everything with a fully scrolled up psi or ninja.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This obviously would have the potential for &amp;quot;botting&amp;quot; issues, so we&#039;d have to be on the lookout for that.&lt;br /&gt;
&lt;br /&gt;
* I do kind of like the idea of having the limited abiltiy to create &amp;quot;grant&amp;quot; scrolls.. that&#039;s something we really haven&#039;t done enough with.&lt;br /&gt;
&lt;br /&gt;
* Is there going to be some kind of time penalty to scribe?  Or just mana penalties?  The mana penalties might not be all that steep, with elven mages having up over 1300 mana, and zealous regen as well.  Something to consider...&lt;br /&gt;
&lt;br /&gt;
== limitations ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I would love to hear more ideas on limitations because the mana regen.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been putting thought into it, but I haven&#039;t been able to come up with anything I like.  Including more components, like a quill and inkwell, which eventually runs out, but I wasn&#039;t sure if that wasn&#039;t just more annoying that useful.&lt;br /&gt;
&lt;br /&gt;
I&#039;m with you on psionicists.  I didn&#039;t want to immediately discount them until someone else gave feedback, in case I was crazy.&lt;br /&gt;
&lt;br /&gt;
Did you have thoughts on what spells to limit?  Now that I think about psi&#039;s, the normal OLC code I think limits almost all PSI spells from being put on scrolls, so allowing psi&#039;s to be scrollmaker&#039;s would be useless.&lt;br /&gt;
&lt;br /&gt;
Brazil.&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2282</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2282"/>
		<updated>2010-12-08T02:44:54Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a blank one) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing (or 125% of cast cost?)&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-level / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
** Level 10 spell, 50 mana, level 1 scroll, costs 5 mana&lt;br /&gt;
** This system gives players room to experiment with scroll strength, how much mana they want to invest, lots of mana to store high powered spells, or little bits of mana for a quick-fix&lt;br /&gt;
*** Not a fan of the third scenario, so I don&#039;t think it&#039;ll happen&lt;br /&gt;
* 200% mana regen penalty for 4 ticks (each scroll after the first increases penalty by 1 tick)&lt;br /&gt;
* Scrolls are 800 gold (or something) everywhere&lt;br /&gt;
* 5 levels of Scribe skills, determines how high level of spell you can scribe&lt;br /&gt;
* Grant-scroll skill, allows you to make scrolls that give grants to the reciter&lt;br /&gt;
** costs 200% of mana cost&lt;br /&gt;
** I want to work this in, but I&#039;m not seeing a fully logical way to present it&lt;br /&gt;
* Scrollmaker guild will have a &amp;quot;desk&amp;quot; in a room that you must be &amp;quot;at&amp;quot; in order to make scrolls&lt;br /&gt;
** Ability to buy a desk for your personal room (dedicated room, no storage)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Psionicist? (replace mana with PSP)&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2281</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2281"/>
		<updated>2010-12-08T02:38:45Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a blank one) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-evel / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
** Level 10 spell, 50 mana, level 1 scroll, costs 5 mana&lt;br /&gt;
** This system gives players room to experiment with scroll strength, how much mana they want to invest, lots of mana to store high powered spells, or little bits of mana for a quick-fix&lt;br /&gt;
*** Not sure I&#039;m going to allow the third scenario yet&lt;br /&gt;
* 200% mana regen penalty for 4 ticks (each scroll after the first increases penalty by 1 tick)&lt;br /&gt;
* Scrolls are 800 gold everywhere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Psionicist? (replace mana with PSP)&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2280</id>
		<title>Scrollmaker</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Scrollmaker&amp;diff=2280"/>
		<updated>2010-12-06T02:35:20Z</updated>

		<summary type="html">&lt;p&gt;Brazil: New page: Scribe * Only one type of scroll (a blank one) required (no more scroll levels) * Mana cost of spell is drained from scroll maker when scribing * Specify level of scroll * Amount of mana d...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe&lt;br /&gt;
* Only one type of scroll (a blank one) required (no more scroll levels)&lt;br /&gt;
* Mana cost of spell is drained from scroll maker when scribing&lt;br /&gt;
* Specify level of scroll&lt;br /&gt;
* Amount of mana drained depend on level of scroll (scroll-evel / spell-level * spell-mana-cost)&lt;br /&gt;
** Level 10 spell, 50 mana, Level 10 scroll, costs 50 mana&lt;br /&gt;
** Level 10 spell, 50 mana, level 60 scroll, costs 300 mana (60 / 10 * 50)&lt;br /&gt;
** Level 10 spell, 50 mana, level 1 scroll, costs 5 mana&lt;br /&gt;
** This system gives players room to experiment with scroll strength, how much mana they want to invest, lots of mana to store high powered spells, or little bits of mana for a quick-fix&lt;br /&gt;
*** Not sure I&#039;m going to allow the third scenario yet&lt;br /&gt;
* 200% mana regen penalty for 4 ticks&lt;br /&gt;
* Scrolls are 800 gold everywhere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classes&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Paladin&lt;br /&gt;
* AntiPaladin&lt;br /&gt;
* Necromancer&lt;br /&gt;
* Psionicist? (replace mana with PSP)&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2278</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2278"/>
		<updated>2010-11-19T00:25:49Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Immortal AddictWiki.  [[http://www.addictmud.org/icom/wiki/index.php?title=Main_Page&amp;amp;action=purge Force this page to refresh]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important that nobody discusses the information in here that hasn&#039;t already been made public knowledge.  This is why you have to login in order to access anything.&lt;br /&gt;
&lt;br /&gt;
See the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for wiki usage and configuration help.&lt;br /&gt;
&lt;br /&gt;
Desired usage / guidlines of sorts:&lt;br /&gt;
* Read the posted specs / idea that needs discussion, and post your feedback in the &amp;quot;discussion&amp;quot; tab.&lt;br /&gt;
* When commenting on an &amp;quot;article&amp;quot;, go to the &amp;quot;Discussion&amp;quot; tab, click on the + sign next to edit to add a new comment, and type away.  To keep things clear, please sign your post with the &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; macro (that&#039;s usually the second button from the right above the textbox).  The macro gets translated to &amp;quot;--[[User:Brazil|Brazil]] 01:37, 29 October 2005 (PDT)&amp;quot; on save.&lt;br /&gt;
* Feel free to add pages for yourself, if you want to post up things to discuss, or keep notes and what-not for yourself.  It&#039;s an open database, take advantage of it.&lt;br /&gt;
* Pages generally related to just yourself, please prefix with your imm name or add a category tag that&#039;s your imm name.  For example: &amp;lt;nowiki&amp;gt;[[Category:Brazil]]&amp;lt;/nowiki&amp;gt; will make the page belong to the &amp;quot;Brazil&amp;quot; category.  Pages can have multiple categories, and they do not have to be previously defined categories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Things on OLC: [[OLC Zones]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
something to look at later&lt;br /&gt;
&lt;br /&gt;
http://www.lysator.liu.se/mud/questdesign.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Things going on:&lt;br /&gt;
&lt;br /&gt;
* Everything in [[The Plot]] is pretty much something that could be done eventually.&lt;br /&gt;
* &amp;lt;s&amp;gt;Necro revamp&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;quot;Scrollmaker&amp;quot; profession&lt;br /&gt;
* Wizard redesign&lt;br /&gt;
* Priest redesign&lt;br /&gt;
* Expand planes&lt;br /&gt;
* Re-open ruined Midgaard&lt;br /&gt;
* Move (duplicate for transition) all the skills into a &amp;quot;skill&amp;quot; command like &amp;quot;cast&amp;quot; works, so we don&#039;t have to create a series of commands for every new skill&lt;br /&gt;
* Need a [[Spellweaver]] sub-class&lt;br /&gt;
* Need a [[Chronomancer]] sub-class&lt;br /&gt;
&lt;br /&gt;
Things I want done, but I&#039;m already doing too much&lt;br /&gt;
* More Guild designs&lt;br /&gt;
* Discussions with players to get feedback on things the like / dislike, and would love to see go, or added.&lt;br /&gt;
* The whole Clan concept needs revisited, and new features / ideas for them designed, so that we can revive them (clan towns anyone can rent in (for a fee?), whatever, go nuts)&lt;br /&gt;
* Design Kenetic Knight&lt;br /&gt;
* Design Bard&lt;br /&gt;
* Design Assassin&lt;br /&gt;
* Design Professions... Alchemy, Leather worker, blacksmith, etc... there&#039;s a list on [[The Plot]] page&lt;br /&gt;
* Lots of overall mud design ideas that I need to run past people...&lt;br /&gt;
* I&#039;d like people to review the Plot page, and add their own comments on the Discussion tab, things that you think will work, things that you don&#039;t think will work (and why), new ideas to go with things? etc etc&lt;br /&gt;
* We need someone to review OLC port, and see what&#039;s finished and forgotten, or what&#039;s unfinished and abandoned.  Or even what&#039;s done and is already on the game port but was never removed from olc.  (and create a Wiki page to track finished areas so we can remember to go over them)&lt;br /&gt;
* Check out upper levels of Imperial Palace, see if they can be reconnected, maybe add some mobs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are up to helping with any of the above two lists, let me know!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I copied this from Wikipedia.  I thought it would be a good resource for ideas for names of sub-classes and what-not, and I&#039;ve learned the hard way not to take for granted that things won&#039;t get removed from wikipedia for no good reason.&lt;br /&gt;
* [[List of Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
A resource I found for spell / skill ideas, and classes &amp;amp; occupations (which could be useful guild ideas)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Feats&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Skills&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Occupations&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Classes&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2277</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Main_Page&amp;diff=2277"/>
		<updated>2010-11-19T00:24:16Z</updated>

		<summary type="html">&lt;p&gt;Brazil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Immortal AddictWiki.  [[http://www.addictmud.org/icom/wiki/index.php?title=Main_Page&amp;amp;action=purge Force this page to refresh]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s important that nobody discusses the information in here that hasn&#039;t already been made public knowledge.  This is why you have to login in order to access anything.&lt;br /&gt;
&lt;br /&gt;
See the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for wiki usage and configuration help.&lt;br /&gt;
&lt;br /&gt;
Desired usage / guidlines of sorts:&lt;br /&gt;
* Read the posted specs / idea that needs discussion, and post your feedback in the &amp;quot;discussion&amp;quot; tab.&lt;br /&gt;
* When commenting on an &amp;quot;article&amp;quot;, go to the &amp;quot;Discussion&amp;quot; tab, click on the + sign next to edit to add a new comment, and type away.  To keep things clear, please sign your post with the &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; macro (that&#039;s usually the second button from the right above the textbox).  The macro gets translated to &amp;quot;--[[User:Brazil|Brazil]] 01:37, 29 October 2005 (PDT)&amp;quot; on save.&lt;br /&gt;
* Feel free to add pages for yourself, if you want to post up things to discuss, or keep notes and what-not for yourself.  It&#039;s an open database, take advantage of it.&lt;br /&gt;
* Pages generally related to just yourself, please prefix with your imm name or add a category tag that&#039;s your imm name.  For example: &amp;lt;nowiki&amp;gt;[[Category:Brazil]]&amp;lt;/nowiki&amp;gt; will make the page belong to the &amp;quot;Brazil&amp;quot; category.  Pages can have multiple categories, and they do not have to be previously defined categories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Things on OLC: [[OLC Zones]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
something to look at later&lt;br /&gt;
&lt;br /&gt;
http://www.lysator.liu.se/mud/questdesign.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Things going on:&lt;br /&gt;
&lt;br /&gt;
* Everything in [[The Plot]] is pretty much something that could be done eventually.&lt;br /&gt;
* Need a [[Spellweaver]] sub-class&lt;br /&gt;
* Need a [[Chronomancer]] sub-class&lt;br /&gt;
* &amp;lt;s&amp;gt;Necro revamp&amp;lt;/s&amp;gt;&lt;br /&gt;
* Wizard redesign&lt;br /&gt;
* Priest redesign&lt;br /&gt;
* Expand planes&lt;br /&gt;
* Re-open ruined Midgaard&lt;br /&gt;
* Move (duplicate for transition) all the skills into a &amp;quot;skill&amp;quot; command like &amp;quot;cast&amp;quot; works, so we don&#039;t have to create a series of commands for every new skill&lt;br /&gt;
&lt;br /&gt;
Things I want done, but I&#039;m already doing too much&lt;br /&gt;
* More Guild designs&lt;br /&gt;
* Discussions with players to get feedback on things the like / dislike, and would love to see go, or added.&lt;br /&gt;
* The whole Clan concept needs revisited, and new features / ideas for them designed, so that we can revive them (clan towns anyone can rent in (for a fee?), whatever, go nuts)&lt;br /&gt;
* Design Kenetic Knight&lt;br /&gt;
* Design Bard&lt;br /&gt;
* Design Assassin&lt;br /&gt;
* Design Professions... Alchemy, Leather worker, blacksmith, etc... there&#039;s a list on [[The Plot]] page&lt;br /&gt;
* Lots of overall mud design ideas that I need to run past people...&lt;br /&gt;
* I&#039;d like people to review the Plot page, and add their own comments on the Discussion tab, things that you think will work, things that you don&#039;t think will work (and why), new ideas to go with things? etc etc&lt;br /&gt;
* We need someone to review OLC port, and see what&#039;s finished and forgotten, or what&#039;s unfinished and abandoned.  Or even what&#039;s done and is already on the game port but was never removed from olc.  (and create a Wiki page to track finished areas so we can remember to go over them)&lt;br /&gt;
* Check out upper levels of Imperial Palace, see if they can be reconnected, maybe add some mobs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are up to helping with any of the above two lists, let me know!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I copied this from Wikipedia.  I thought it would be a good resource for ideas for names of sub-classes and what-not, and I&#039;ve learned the hard way not to take for granted that things won&#039;t get removed from wikipedia for no good reason.&lt;br /&gt;
* [[List of Prestige Classes]]&lt;br /&gt;
&lt;br /&gt;
A resource I found for spell / skill ideas, and classes &amp;amp; occupations (which could be useful guild ideas)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Feats&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Skills&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Occupations&lt;br /&gt;
* http://www.dandwiki.com/wiki/MSRD:Classes&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2270</id>
		<title>The Plot</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=The_Plot&amp;diff=2270"/>
		<updated>2010-11-04T00:46:43Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* SubClasses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters / Misc = &lt;br /&gt;
* make usable commands listed on character?&lt;br /&gt;
** possibly stupid&lt;br /&gt;
** would mean adding socials&lt;br /&gt;
** auto-add skill commands&lt;br /&gt;
** eliminates &amp;quot;do_not_hear&amp;quot; commands?&lt;br /&gt;
** cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?&lt;br /&gt;
* Do something with email address (optional)&lt;br /&gt;
** Send newbie guide, or some-such (word doc, or pdf or something)&lt;br /&gt;
* Move all the no* channel commands to a single command with toggles (setcom on one mud)&lt;br /&gt;
* Autoauction system&lt;br /&gt;
* &amp;lt;s&amp;gt;Retain free stat knowledge on an identified item&amp;lt;/s&amp;gt; - DONE&lt;br /&gt;
* (re)implement MSP&lt;br /&gt;
* FreeTrade system&lt;br /&gt;
** Wizards stock shops w/scrolls&lt;br /&gt;
** Warehouses make wares &amp;amp; transport them to places&lt;br /&gt;
** Transports can be hijacked&lt;br /&gt;
** Other classes make potions, weapons, etc&lt;br /&gt;
** Crafting skills&lt;br /&gt;
*** Potion recipies&lt;br /&gt;
*** Armor construction&lt;br /&gt;
*** Clothing construction&lt;br /&gt;
*** Food (cooking)&lt;br /&gt;
*** Enchantments to improve items&lt;br /&gt;
** Transport on boats&lt;br /&gt;
* People can carry people&lt;br /&gt;
* Items carry people (pokeballs!)&lt;br /&gt;
* Experience&lt;br /&gt;
** group bonus (based on group size?)&lt;br /&gt;
&lt;br /&gt;
* Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them&lt;br /&gt;
* Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something&lt;br /&gt;
* Jagang: back again to stimulating the market&lt;br /&gt;
* Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment&lt;br /&gt;
* Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - &amp;quot;Greater Fire Protection&amp;quot;, after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection&lt;br /&gt;
* Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur&#039;s potion - 10% more gold from monsters &lt;br /&gt;
* Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them &lt;br /&gt;
* Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item&lt;br /&gt;
* Jagang: make the players create items with their trade skills to level up on the trade&lt;br /&gt;
* Jagang: when they surpass a point , the lower level items will no longer level them&lt;br /&gt;
* Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up&lt;br /&gt;
* Jagang: it almost &amp;quot;forcibly&amp;quot; stimulates the market&lt;br /&gt;
&lt;br /&gt;
* Jagang: have it so the people can make their character a &amp;quot;free-play&amp;quot; character , where they play the mud like normal, or have a story mode option, where the player could follow a story line, &lt;br /&gt;
* Jagang: like starting life on a farm , with a family , losing the family devestatingly etc&lt;br /&gt;
* Jagang: maybe have a &amp;quot;plane&amp;quot; dedicated to it&lt;br /&gt;
* Jagang: On this plane , you start off where everyone else does , in the same &amp;quot;story&amp;quot; , but you can take it in whichever direction you want&lt;br /&gt;
* Jagang: I know that&#039;s kinda out there, but I think with some thought it could turn into something really interesting&lt;br /&gt;
* Jagang: yeah , it adds the &amp;quot;choice&amp;quot; for an rp element &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Newbie Guide ==&lt;br /&gt;
* scripted&lt;br /&gt;
&lt;br /&gt;
== Assemble ==&lt;br /&gt;
* method to specify parts w/combine, instead of naming finished product, player names parts to put together&lt;br /&gt;
* allows multiple recipies for same item&lt;br /&gt;
* (crafting)&lt;br /&gt;
* Flag on each recipe for what crafting skill(s) are associated with recipe&lt;br /&gt;
** Cooking, alchemy, etc&lt;br /&gt;
* move assembles to their own list, instead of attached to finished object&lt;br /&gt;
&lt;br /&gt;
= PK System =&lt;br /&gt;
* Designated PK areas&lt;br /&gt;
* Attackers flagged as killer&lt;br /&gt;
** timer based on amount of killing done&lt;br /&gt;
** does not count down in rent? (or multiplier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clans =&lt;br /&gt;
* Wars: clan vs clan, clan vs npc, clan vs ???)&lt;br /&gt;
* PK Element&lt;br /&gt;
* Castle, contained somewhere in the world&lt;br /&gt;
* Conquest (points involved)&lt;br /&gt;
* Hometown benefits (???)&lt;br /&gt;
* Build a town&lt;br /&gt;
** allow others to inhabit&lt;br /&gt;
** allow guilds to open&lt;br /&gt;
** shops&lt;br /&gt;
** taxes from shops and stuff go to clan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guilds = &lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
# Knight (Warrior)&lt;br /&gt;
# Priest (Cleric / Paladin)&lt;br /&gt;
# Chronomancer (All spell casters)&lt;br /&gt;
# Spellweaver equivalent (Priest)&lt;br /&gt;
# Crypt Lord (Necromancer)&lt;br /&gt;
# Wizard (Sorcerer / Necromancer / Anti-Paladin)&lt;br /&gt;
# Spellweaver (Wizard)&lt;br /&gt;
# Hell Knight (Anti-Paladin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Add to IMESS&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
Ideas:&lt;br /&gt;
*Naturally stronger against undead&lt;br /&gt;
*Natural bonus to saving throws&lt;br /&gt;
*Naturally Immune to Disease&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ninja ===&lt;br /&gt;
* Enhance THROW&lt;br /&gt;
&lt;br /&gt;
=== Psionicist ===&lt;br /&gt;
* Psionic Body: + HP bonus&lt;br /&gt;
* Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower&lt;br /&gt;
* Psychic tattoos&lt;br /&gt;
* Extend power (reduces psp cost) (remort)&lt;br /&gt;
* Persistent power: Suspent maint cosst on random or specified power, extent power required&lt;br /&gt;
* Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power&lt;br /&gt;
* Trigger power: granted 1 per day, next spell no cast cost, or next X spells&lt;br /&gt;
* Verve: hp bonus&lt;br /&gt;
* Distract: hitroll penalty&lt;br /&gt;
* Apopsi: delete 1d4 memorized spells from target&lt;br /&gt;
* Body fuel: convert hp to psp&#039;s, or maybe stats (str con dex), only living can do it if in own body&lt;br /&gt;
* Ghost attack: Never misses a ghost in combat (perfect hitroll)&lt;br /&gt;
* Over power: stronger damage at hp sacrifice&lt;br /&gt;
* Talented: reduces personal cost of powerpower - Overpower required&lt;br /&gt;
* Astral plane spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Necro ===&lt;br /&gt;
* rot spells consolidated to one name&lt;br /&gt;
* vamp spells consolidated to one name&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
* Poly into objects&lt;br /&gt;
** Can&#039;t move&lt;br /&gt;
** Can&#039;t talk?&lt;br /&gt;
** Can be picked up&lt;br /&gt;
** Can send tells (telepathic?)&lt;br /&gt;
** Can&#039;t return unless on the ground&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Desperate Strike - less then x% hp, deal factor of damage&lt;br /&gt;
* Flashing blades - 50% chance of blocking attack&lt;br /&gt;
* balanced stance - prevents critical hits&lt;br /&gt;
* Thrill of victory - damage based on victim health vs char health&lt;br /&gt;
* deadly riposte - block attack and follow up with one attack&lt;br /&gt;
* disciplined stance - +ac, increasing chance to block attacks&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== SubClasses == &lt;br /&gt;
* Some require specific classes, or other sub-classes&lt;br /&gt;
* Some clash, so you cannot be a specific class or sub-class if you want to be this one&lt;br /&gt;
* Leave guild, lose all benefits&lt;br /&gt;
* Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class&lt;br /&gt;
* portion of exp gained goes towards guild level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SpellCaster ===&lt;br /&gt;
* Every spellcaster gets ENHANCE POWER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== MindWarrior ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
=== Crusader ===&lt;br /&gt;
IMPLEMENTED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana Lord ===&lt;br /&gt;
Skills to draw mana from mana pools.&lt;br /&gt;
&lt;br /&gt;
Ability to craft items that will drain mana from a pool, stored for future use (receptacle-like).&lt;br /&gt;
&lt;br /&gt;
Turn some items into artifacts that increase mana pool of house.&lt;br /&gt;
&lt;br /&gt;
Items that allow caster to draw mana from house instead of zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knight ===&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Knight&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : Warrior&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - Doublestrike&lt;br /&gt;
    [ 1] - Maiden&#039;s Blessing&lt;br /&gt;
    [ 1] - Gallantry&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 1&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 2&lt;br /&gt;
    [ 1] - Knight&#039;s Protection 3&lt;br /&gt;
    [ 1] - Dragon Slayer&lt;br /&gt;
    [ 1] - Arthur&#039;s Gift&lt;br /&gt;
    [ 1] - Chivalry&lt;br /&gt;
    [ 1] - Heroic Scream&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Doublestrike&lt;br /&gt;
** Cost: Automatic&lt;br /&gt;
** Affect: If holding a weapon, the diceroll of that weapon is added to the damage done that attack.&lt;br /&gt;
** Max Learned is 30%&lt;br /&gt;
** Skill check required to add damage.&lt;br /&gt;
&lt;br /&gt;
* Maiden&#039;s Blessing&lt;br /&gt;
** Affect: +1 attack skill/spell&lt;br /&gt;
** Always on once practiced to 90%&lt;br /&gt;
&lt;br /&gt;
* Gallantry&lt;br /&gt;
** Affect: Increases maxhit by 10d10 and maxmove by 5d10&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 1&lt;br /&gt;
** Affect: (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 2&lt;br /&gt;
** Affect: (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Knight&#039;s Protection 3&lt;br /&gt;
** Affect: (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  &lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Dragon Slayer&lt;br /&gt;
** Affect: Gives 10% + (level/10) fire resistance.&lt;br /&gt;
** Duration: 1 day&lt;br /&gt;
&lt;br /&gt;
* Arthur&#039;s Gift&lt;br /&gt;
** Affect: +50 hp_regen, +15 move regen&lt;br /&gt;
** Duration: 12 hours&lt;br /&gt;
&lt;br /&gt;
* Chivalry&lt;br /&gt;
** Affect: Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25%, each other member of the group has their max hp increase by that amount.&lt;br /&gt;
** Duration: 24 hours&lt;br /&gt;
** Cost: 25 - 45 moves&lt;br /&gt;
&lt;br /&gt;
* Heroic Scream&lt;br /&gt;
** Affect: Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
&lt;br /&gt;
=== Spellweaver ===&lt;br /&gt;
&lt;br /&gt;
Creates &amp;quot;grant&amp;quot; scrolls&lt;br /&gt;
&lt;br /&gt;
* Masterful scroll casting&lt;br /&gt;
** Remort skill&lt;br /&gt;
** Not use scroll when cast&lt;br /&gt;
** Uses more mana from mana pool&lt;br /&gt;
** Bonus if you made that scroll?&lt;br /&gt;
&lt;br /&gt;
=== Chronomancer ===&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Exp&lt;br /&gt;
  Per level Bonuses          : N/A&lt;br /&gt;
  Regen bonuses              : N/A&lt;br /&gt;
  Required class             : N/A&lt;br /&gt;
  Required remorts           : 1&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
    [30] - Time Fold (moved from Priest)&lt;br /&gt;
&lt;br /&gt;
* Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging, and move seemingly instantly thru space&lt;br /&gt;
&lt;br /&gt;
* Wrinkle  &lt;br /&gt;
** The minor aging spell will age its target, as well as dealing damage.&lt;br /&gt;
&lt;br /&gt;
* Geezer &lt;br /&gt;
** Major aging spell: The spell will cause the victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. &lt;br /&gt;
&lt;br /&gt;
* Stitch in Time&lt;br /&gt;
** Un-assemble an assembled item&lt;br /&gt;
** Un-damage a damaged item&lt;br /&gt;
** Unlock a door that was locked recently&lt;br /&gt;
&lt;br /&gt;
* Tempus Fugit &lt;br /&gt;
** Speed up time...&lt;br /&gt;
** On self or other people: gain an attack&lt;br /&gt;
&lt;br /&gt;
* Lethargy &lt;br /&gt;
** Slow down time... (opposite of tempus fugit)&lt;br /&gt;
** Reduce number of attacks&lt;br /&gt;
** Slows down disease... disease will do less damage   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* anachron age&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to age&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* anachron rejuvenate&lt;br /&gt;
** sacrifice 1 year of life for every 5 years you cause the victim to get younger&lt;br /&gt;
** works on players&lt;br /&gt;
&lt;br /&gt;
* accumulation&lt;br /&gt;
** decrease memorize and pray times&lt;br /&gt;
&lt;br /&gt;
* Delayed Aid: &lt;br /&gt;
** target foes only heal for 65% effectiveness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Flux:&lt;br /&gt;
&lt;br /&gt;
* Acceleration: For X seconds, all allies attack 20% faster&lt;br /&gt;
* Hindrance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell&lt;br /&gt;
* Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.&lt;br /&gt;
&lt;br /&gt;
* Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower&lt;br /&gt;
* Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower&lt;br /&gt;
* Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.&lt;br /&gt;
&lt;br /&gt;
Divination&lt;br /&gt;
&lt;br /&gt;
* Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.&lt;br /&gt;
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.&lt;br /&gt;
* Probability: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.&lt;br /&gt;
* Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.&lt;br /&gt;
&lt;br /&gt;
Anomaly:&lt;br /&gt;
&lt;br /&gt;
* Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.&lt;br /&gt;
* Downtime: Target foe is knocked down and loses 5....25 energy.&lt;br /&gt;
* Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.&lt;br /&gt;
* Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.&lt;br /&gt;
* Temporary Cometary: Temporal Ritual. For X seconds target foes cannot resurrect allies.&lt;br /&gt;
* I Can&#039;t Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interrupted.&lt;br /&gt;
&lt;br /&gt;
=== Kinetic Knight ===&lt;br /&gt;
&lt;br /&gt;
* transfers are spells you cast on yourself&lt;br /&gt;
* Transfers can only be one or two at a time&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** absorb damage&lt;br /&gt;
** absorb spells&lt;br /&gt;
** skill for each transfer&lt;br /&gt;
&lt;br /&gt;
* transfers to:&lt;br /&gt;
** stats (str, dex, etc)&lt;br /&gt;
** hp&lt;br /&gt;
** mana&lt;br /&gt;
** moves&lt;br /&gt;
** damroll&lt;br /&gt;
** hitroll&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
&lt;br /&gt;
Spell Ideas:&lt;br /&gt;
*  Elation: Group effect-+2 strength, +2 Dex&lt;br /&gt;
*  Dolorous Motes: Creates a blinding haze of light that stuns mobs&lt;br /&gt;
*  Sustain: Elevates Hunger/thirst for set duration&lt;br /&gt;
*  Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon&lt;br /&gt;
*  Heaven&#039;s Trumpet: Blast of music paralyzes mob, unable to flee or melee.&lt;br /&gt;
&lt;br /&gt;
Race Specific Spell Ideas:&lt;br /&gt;
&lt;br /&gt;
* Dwarven Lore-it augments the existing  bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it ([[Race: Dwarf]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neat Name for a Spell-Faerinaal&#039;s Hymn&lt;br /&gt;
&lt;br /&gt;
=== Avenging Executioner ===&lt;br /&gt;
* warrior or thief only?&lt;br /&gt;
* no guild hall, use a lone NPC that grants this&lt;br /&gt;
* 15 dex to join, allows modified DEX to go to 19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* skills&lt;br /&gt;
** bloody blade&lt;br /&gt;
** sudden strike&lt;br /&gt;
** sudden strike +1&lt;br /&gt;
** sudden strike +2&lt;br /&gt;
** rapid intimidation&lt;br /&gt;
** dread blade&lt;br /&gt;
** bloody murder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blood Mage ===&lt;br /&gt;
* Blood magi are deceased spellcasters who gain an understanding of blood&#039;s importance when returned to life.&lt;br /&gt;
&lt;br /&gt;
=== Assassin ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Must be a Ninja, if you want to remort to another class, you have to resign from guild first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Assassin&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : SubClass&lt;br /&gt;
  Required to level          : Experience&lt;br /&gt;
  Per level Bonuses          : HP(4) &lt;br /&gt;
  Regen bonuses              : HP(15%) Move(10%)&lt;br /&gt;
  Required natural stats to join:&lt;br /&gt;
    dexterity: 15&lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - &lt;br /&gt;
&lt;br /&gt;
* burst of speed - attack / move increase&lt;br /&gt;
* cloak of shadows - sneak / hide&lt;br /&gt;
* poison blade - coat piercing weapon with poison&lt;br /&gt;
* tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks&lt;br /&gt;
* fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.&lt;br /&gt;
* claws of thunder - Charge Up Skill: Using her weapon&#039;s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)&lt;br /&gt;
* Maybe an advanced sneak skill, that would allow you to sneak past &amp;quot;guard&amp;quot; type mobs - low success rate - failure initiates battle...&lt;br /&gt;
&lt;br /&gt;
* Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required.  Higher skills, almost all sneaky bastards.&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
*Iced Fire-causes any Ice, terrian etc, to burst into flame.&lt;br /&gt;
*Rogue&#039;s Stab-target gain&#039;s 1d6 sneak attack damage. [[(Class: Thief)]]&lt;br /&gt;
*Develin&#039;s Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.&lt;br /&gt;
*Parry-Deflect an opponent&#039;s weapon, possibility of making them drop it.&lt;br /&gt;
*Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.&lt;br /&gt;
&lt;br /&gt;
=== Archmage ===&lt;br /&gt;
* The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.&lt;br /&gt;
&lt;br /&gt;
=== Planar Champion ===&lt;br /&gt;
* Warrior-type class&lt;br /&gt;
* Plane slip: move between some planes almost at will&lt;br /&gt;
* Female?&lt;br /&gt;
* Some portal spells&lt;br /&gt;
* Close any portal&lt;br /&gt;
* R: 4 ranks of plane knowledge?&lt;br /&gt;
* R: Weapon specialization (maybe superb at X weapon skills)&lt;br /&gt;
* R: Visited two other planes (not home plane)&lt;br /&gt;
* Special spells / skills&lt;br /&gt;
* Granted detect invis&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
* These things depend on guild level&lt;br /&gt;
&lt;br /&gt;
=== Planeshifter ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Gatecrasher ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Divine Agent ===&lt;br /&gt;
* Guild located in non-material plane&lt;br /&gt;
&lt;br /&gt;
=== Dark Knight (Phase 2) ===&lt;br /&gt;
&lt;br /&gt;
* Possible Future&lt;br /&gt;
** Receives a special &amp;quot;guild sword&amp;quot; upon joining; &lt;br /&gt;
** CON bonus (over 18?)&lt;br /&gt;
** guild sword upgrades as guild level increases&lt;br /&gt;
** xxx: reduce maxhit for +hitroll&lt;br /&gt;
** xxx: reduce maxhit for +damroll&lt;br /&gt;
** xxx: do more damage, draining your own hp&lt;br /&gt;
** Stat draining spells? (respect caps)&lt;br /&gt;
** Demonic flesh - sacrifice HP to increase max HP&lt;br /&gt;
** Life siphon - constant hp drain from victim to caster&lt;br /&gt;
** Agony - sacrifice 10% hp to do area damage&lt;br /&gt;
** Soul leech - for X seconds, whenever target attacks, hp is transferred to caster&lt;br /&gt;
** putrid explosion - blow up a corpse for area damage&lt;br /&gt;
** (maybe necro) soul feast - drain corpse for hp&lt;br /&gt;
** Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp&lt;br /&gt;
&lt;br /&gt;
* other possible skills&lt;br /&gt;
** Drain 	Absorbs HP.&lt;br /&gt;
** Demi 	Reduces enemy HP by 25%.&lt;br /&gt;
** Confuse 	Confuses an enemy.&lt;br /&gt;
** Break 	Petrifies an enemy.&lt;br /&gt;
** Bio 	Poisons an enemy.&lt;br /&gt;
** Doom 	Enemy is inflicted with Doom and is killed when the counter reaches 0.&lt;br /&gt;
** Death 	Instantly kills one enemy.&lt;br /&gt;
** Black Sky 	Enemies take random damage.&lt;br /&gt;
** Charon 	Kills an enemy, but also sacrifices yourself.&lt;br /&gt;
** Stoneproof 	Immune against Petrification.&lt;br /&gt;
** Confuseproof 	Immune against Confusion.&lt;br /&gt;
** Curseproof 	Immune against Curse.&lt;br /&gt;
** Deathproof 	Immune against Death&lt;br /&gt;
&lt;br /&gt;
=== Beastmaster ===&lt;br /&gt;
* Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further&lt;br /&gt;
* Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them&lt;br /&gt;
* Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)&lt;br /&gt;
* Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc&lt;br /&gt;
* Jagang: make a pet death penalty , so if it dies , you can&#039;t rez it back for like 8 mud hours or something&lt;br /&gt;
* Jagang: or just make the rezzing a granted&lt;br /&gt;
* Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Incarnum ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Random Ideas ===&lt;br /&gt;
dungeon delver 	CAd 	42 	In many ways, the dungeon delver is the ultimate adventuring rogue.&lt;br /&gt;
&lt;br /&gt;
elven high mage 	Rac 	182 	Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.&lt;br /&gt;
&lt;br /&gt;
weaponmaster&lt;br /&gt;
&lt;br /&gt;
runecaster 	PG 	69 	Those that choose to master the ability to create runes of power are runecasters.&lt;br /&gt;
&lt;br /&gt;
* tricks&lt;br /&gt;
** back on your feet (scoundrel p85)&lt;br /&gt;
** clarity of vision (det inv for 1 turn)&lt;br /&gt;
** escape attack (flee / backstab)&lt;br /&gt;
** point it out (scoundrel p88)&lt;br /&gt;
** spot weak point (scoundrel p89)&lt;br /&gt;
** sudden draw (scoundrel p89)&lt;br /&gt;
** advantageous avoidance (added hitroll, miss aggro every time)&lt;br /&gt;
** chant of the long road (bard, group: movement increase or fly)&lt;br /&gt;
** chord of distraction (bard, scoundrel p75)&lt;br /&gt;
** concussion attack&lt;br /&gt;
&lt;br /&gt;
* Table this for something else&lt;br /&gt;
** Summon spirits to give abilities (pact magic?)&lt;br /&gt;
*** Spirits level?&lt;br /&gt;
*** Gives necro affect&lt;br /&gt;
*** Each spirit has different affect&lt;br /&gt;
&lt;br /&gt;
== Newbie Guild ==&lt;br /&gt;
* -- just a random idea&lt;br /&gt;
* Max level of 10&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
* Guild level gains&lt;br /&gt;
* Requires registration to gain crafting skills (join guild)&lt;br /&gt;
* Limited numbers of guilds you can join&lt;br /&gt;
* Leave guild, skills not granted from other guilds slowly go down until 0&lt;br /&gt;
* Charge to join? (depends how many guilds already in... dedication fee)&lt;br /&gt;
* Build guild houses&lt;br /&gt;
* May have to join guild again in alternate plane to get benefits there&lt;br /&gt;
* Plane restrictions only matter in material planes&lt;br /&gt;
&lt;br /&gt;
* Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc&lt;br /&gt;
* Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mapper ===&lt;br /&gt;
Jagang: being that you said it figures out the trail, maybe we could have a side&lt;br /&gt;
-tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in&lt;br /&gt;
&lt;br /&gt;
Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum, &lt;br /&gt;
&lt;br /&gt;
Jagang: like a path, but shown on the paper&lt;br /&gt;
&lt;br /&gt;
Jagang: then they could sell them in their shops&lt;br /&gt;
&lt;br /&gt;
Jagang: &amp;quot;A map from Midgaard to New Thalos - 10 Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them&lt;br /&gt;
&lt;br /&gt;
Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk&lt;br /&gt;
&lt;br /&gt;
Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis&lt;br /&gt;
&lt;br /&gt;
Jagang: otherwise it would get ugly&lt;br /&gt;
&lt;br /&gt;
Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Draft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Jagang is working on details of ingredients and combinations&lt;br /&gt;
&lt;br /&gt;
* Requirements&lt;br /&gt;
** Not so difficult, maybe a simple quest to make a potion&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** Receives a special &amp;quot;newbie alchemical container&amp;quot; upon joining&lt;br /&gt;
&lt;br /&gt;
Info for the guild &#039;Alchemist&#039;&lt;br /&gt;
&lt;br /&gt;
  Type of guild              : Profession&lt;br /&gt;
  Required to level          : Potion skill usage&lt;br /&gt;
  Per level Bonuses          : Move(4) &lt;br /&gt;
  Regen bonuses              : Move(15%) Mana(5%) &lt;br /&gt;
&lt;br /&gt;
  Skills granted by guild:&lt;br /&gt;
    [ 1] - make potions one&lt;br /&gt;
    [ 2] - make potions two&lt;br /&gt;
    [ 2[ - forage&lt;br /&gt;
    [ 3] - make potions three&lt;br /&gt;
    [ 4] - make potions four&lt;br /&gt;
    [ 5] - make potions five&lt;br /&gt;
    [ 6] - make potions six&lt;br /&gt;
    [ 7] - make potions seven&lt;br /&gt;
    [ 8] - make potions eight&lt;br /&gt;
    [ 9] - make potions nine&lt;br /&gt;
    [10] - make potions ten&lt;br /&gt;
&lt;br /&gt;
* cure light&lt;br /&gt;
* cure serious&lt;br /&gt;
* heal&lt;br /&gt;
* restore&lt;br /&gt;
* high heal&lt;br /&gt;
* mana healing&lt;br /&gt;
* cure poison&lt;br /&gt;
* cure disease&lt;br /&gt;
* poison (usable on weapons?)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions&lt;br /&gt;
* to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level.  they have to try level 2 spells to cause the level 2 skill to go up.  if they try the level 3 potions it will always fail with no skill increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* potions&lt;br /&gt;
** XXX&lt;br /&gt;
*** Ingredient 1 (x1)&lt;br /&gt;
*** Ingredient 2 (x2)&lt;br /&gt;
*** Ingredient 3 (x1)&lt;br /&gt;
&lt;br /&gt;
* Notes&lt;br /&gt;
** Ingredients are placed into an alchemical container, filled with water, then results are generated&lt;br /&gt;
** Must buy empty bottles from the guild?&lt;br /&gt;
** Bottles are automatically filled, or deleted and the right potion loaded&lt;br /&gt;
&lt;br /&gt;
* Forage skill&lt;br /&gt;
** flag on room that plants to forage are here&lt;br /&gt;
** pct load to build them up over time?  or just one, that repops&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
Jagang: and if you see an herb , but don&#039;t have it in your knowledge base&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jagang: could also have a book - with pages all over the mud&lt;br /&gt;
&lt;br /&gt;
Jagang: like an herb dictionary&lt;br /&gt;
&lt;br /&gt;
Jagang: and have a way for ppl to progressively learn the herbs over time&lt;br /&gt;
&lt;br /&gt;
Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Taken from Witch...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Race: Template&lt;br /&gt;
From AddictWiki&lt;br /&gt;
Natural resistances / weaknesses: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Perm Affects: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Regen: (hp/mana/moves/psp) &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Misc: &lt;br /&gt;
*Would only be female (maybe)&lt;br /&gt;
*Could have a familiar that was bound to them.&lt;br /&gt;
*Main Key to them would be they could Brew potions and make elixirs.&lt;br /&gt;
... &lt;br /&gt;
Ideas: &lt;br /&gt;
* Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i&#039;m a pain) syntax would be use herb mixing at &amp;lt;desired result&amp;gt; ie&lt;br /&gt;
herb mixing at kiss poison.  The skill would check for needed items in inventory and remove them automatically.  Would take a set number of tics to create the item.  &lt;br /&gt;
&lt;br /&gt;
*Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.&lt;br /&gt;
&lt;br /&gt;
* Also let them be able to create wands.  Must have a wand of nothing, these would load randomly in the MUD.  Learn this skill at a higher level.  Witch could charge the wand with any of their known spells, syntax use wandmaking at &amp;lt;spell&amp;gt;. Takes a set # of tics, and we&#039;d have to settle on an amount of charges.&lt;br /&gt;
&lt;br /&gt;
* Brew potion-same type of idea as above.  List of reagants still debating.  syntax use Brew potion at &amp;lt;desired result&amp;gt;.  Would require a Cauldron(hmm could this simply be in the same room as them?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Questions / Issues: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Special help files to be created: &lt;br /&gt;
&lt;br /&gt;
... &lt;br /&gt;
Spells / Skills: &lt;br /&gt;
*Bless&lt;br /&gt;
*Calm&lt;br /&gt;
*Cure Disease&lt;br /&gt;
*Drain Life&lt;br /&gt;
*Dream-Witch can create a &amp;quot;dream&amp;quot; of whatever they wish the person/mob to see in the room.  (like a shadow or mirror image of themself)&lt;br /&gt;
*Guidance&lt;br /&gt;
*Harm&lt;br /&gt;
*Herbal Enhancements&lt;br /&gt;
*Intuitions&lt;br /&gt;
*Holy Symbol&lt;br /&gt;
*Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.&lt;br /&gt;
*Lifekeeping&lt;br /&gt;
*Major Healing&lt;br /&gt;
*Nature&#039;s Strength&lt;br /&gt;
*Nature&#039;s Tongues&lt;br /&gt;
*Neutralize Poison-&lt;br /&gt;
*Restoration&lt;br /&gt;
*Summon Animal-maybe based on align whether they can do this or not and what they can summon?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level  Name  Description  &lt;br /&gt;
0  xx  xx&lt;br /&gt;
&lt;br /&gt;
=== Witch (random name) ===&lt;br /&gt;
 thinking last night (about a book)... thought I&#039;d put it out there... a class&lt;br /&gt;
 that has a MAJOR amount of mana... like say, 1,000,000 mana... but it will&lt;br /&gt;
 never regen... they can&#039;t memorize, they get no grants... when they get to&lt;br /&gt;
 0 mana, they cannot cast spells anymore... we could add diff things, like&lt;br /&gt;
 quests that will regen some mana, and they will get things like castcost&lt;br /&gt;
 remort option to make their mana last longer... and when they remort, what&lt;br /&gt;
 level they remort as will determine how much mana they get back.. like if&lt;br /&gt;
 their max is 1m, they have to get to level 65 to get that 1m regen&#039;d (or&lt;br /&gt;
 maybe only 800k)... if they remort at level 31, they only get 200k mana.&lt;br /&gt;
&lt;br /&gt;
I kind of consider that this could be a sub-class that could be bolted on to any spell casting class... but resigning from it could only be done if you remort multiple times at 65, or something difficult that needs to be done... &lt;br /&gt;
&lt;br /&gt;
random thoughts... would need a lot of thought before actually implementing...&lt;br /&gt;
&lt;br /&gt;
=== Herbalist ===&lt;br /&gt;
&lt;br /&gt;
* can forage for herbs  / plants&lt;br /&gt;
&lt;br /&gt;
=== Leather Worker ===&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
* Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear&lt;br /&gt;
* Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear&lt;br /&gt;
* Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud&lt;br /&gt;
* Jagang: that way not everyone is wearing the same gear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Farmer ===&lt;br /&gt;
* Gets land to plant (one room)&lt;br /&gt;
* purchase more land (or gets more as guild level goes up)&lt;br /&gt;
* Grows food&lt;br /&gt;
** Grain&lt;br /&gt;
** Fruits&lt;br /&gt;
** Veggies&lt;br /&gt;
* Sells to shops or cooks&lt;br /&gt;
* Farming skill&lt;br /&gt;
&lt;br /&gt;
=== Baker ===&lt;br /&gt;
* Makes food (cooks)&lt;br /&gt;
* Cooking skill&lt;br /&gt;
* Can own a shop? (bakery only, high guild level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shopkeeper ===&lt;br /&gt;
* General shopkeeper&lt;br /&gt;
* Owns lots and lots of shops&lt;br /&gt;
* shop count dependent on guild level&lt;br /&gt;
* buy license in each town (including clan towns, unless you are in that clan)&lt;br /&gt;
* No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging&lt;br /&gt;
* Must join guild again in other material planes, this means another guild level&lt;br /&gt;
&lt;br /&gt;
=== Butcher ===&lt;br /&gt;
&lt;br /&gt;
=== Chandlestick maker ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trader ===&lt;br /&gt;
* Better shop rates&lt;br /&gt;
* CHA: (some min number)&lt;br /&gt;
* Necro: No&lt;br /&gt;
* Haggle bonus&lt;br /&gt;
* Create own shops (guild level required)&lt;br /&gt;
** Hire NPC&#039;s to run&lt;br /&gt;
** Privitize existing shops&lt;br /&gt;
** Option to allow players to sell to shops&lt;br /&gt;
** Shop limit (determined by guild level?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jeweler ===&lt;br /&gt;
* DEX: (some min number)&lt;br /&gt;
* Refine gem:&lt;br /&gt;
** Increase value&lt;br /&gt;
** reduce size&lt;br /&gt;
** smaller gem=higher risk/higher skill check&lt;br /&gt;
** PSI Bonus&lt;br /&gt;
** Naturally increases recepticle limit&lt;br /&gt;
** Positivly affects insets?&lt;br /&gt;
* Remove inset from thief, give to guild&lt;br /&gt;
* Can own a shop&lt;br /&gt;
* Miner skill? (would need mining spots)&lt;br /&gt;
* Metal worker skill (guild level required?)&lt;br /&gt;
&lt;br /&gt;
= Misc =&lt;br /&gt;
* Weapons&lt;br /&gt;
** Each weapon has a set type&lt;br /&gt;
** Class restrictions base on weapon type&lt;br /&gt;
** assign skills to each class to match weapon type&lt;br /&gt;
&lt;br /&gt;
* Change PC attacks back to skills and flags&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Mobs = &lt;br /&gt;
* Specify what spells they have&lt;br /&gt;
* Memorize or mana or psp/pray per spell&lt;br /&gt;
* Steal memorized spells&lt;br /&gt;
* Steal mana&lt;br /&gt;
* What mob casts &amp;amp; how is based on what they have available (AI)&lt;br /&gt;
* Spell list stored on proto, when loaded populate active mob skills&lt;br /&gt;
** mob sn&lt;br /&gt;
** spell id&lt;br /&gt;
** Flag(s)&lt;br /&gt;
* Rentable pets - store in mysql&lt;br /&gt;
* Purge active_mob_skills table on boot&lt;br /&gt;
* Tactive_mob_skills_mem table&lt;br /&gt;
* move memorize from db to memory? (or conditions in code for mob vs player)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
* summonable&lt;br /&gt;
* rentable&lt;br /&gt;
* can level&lt;br /&gt;
* can learn skills and spells&lt;br /&gt;
* can memorize&lt;br /&gt;
* can be granted spells&lt;br /&gt;
* perhaps all spells are granted?&lt;br /&gt;
&lt;br /&gt;
= Newbies =&lt;br /&gt;
* Better help&lt;br /&gt;
* Revise start newbie town (again)&lt;br /&gt;
* More hints&lt;br /&gt;
* Some sort of automated newbie guide? (Does the start town work for this already?)&lt;br /&gt;
&lt;br /&gt;
= World =&lt;br /&gt;
* Planes&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate material plane&lt;br /&gt;
** &lt;br /&gt;
&lt;br /&gt;
* Larger, more fleshed out world&lt;br /&gt;
* Vehicles&lt;br /&gt;
* Boats (passangers)&lt;br /&gt;
* Auto-mapper?&lt;br /&gt;
&lt;br /&gt;
= Crafting =&lt;br /&gt;
* Types&lt;br /&gt;
** Leather&lt;br /&gt;
** Wood&lt;br /&gt;
** Steel&lt;br /&gt;
** Alchemy&lt;br /&gt;
** Mage (scroll / staff)&lt;br /&gt;
** Food&lt;br /&gt;
** Miner&lt;br /&gt;
&lt;br /&gt;
* Gather ingredients &amp;amp; assemble them&lt;br /&gt;
* Binding item? (ala ffxi crystals)&lt;br /&gt;
&lt;br /&gt;
= Transportation = &lt;br /&gt;
* Objects&lt;br /&gt;
* Flag: passengers- inside/outide/both/windows/driver in/out&lt;br /&gt;
* Char cmd flag: in, out, mount, ride, enter, leave&lt;br /&gt;
* Capacity&lt;br /&gt;
* Carried people (carried by other people)&lt;br /&gt;
* People carried by people in objects in objects carrying people&lt;br /&gt;
&lt;br /&gt;
= People inside items =&lt;br /&gt;
* Weight capacity&lt;br /&gt;
* Volume (too much detail?)&lt;br /&gt;
* Weight factor (old phole idea)&lt;br /&gt;
* Description for internal room of item (new field, or use edesc?)&lt;br /&gt;
* Virtual room, not real (set of rooms copied to virtual rooms per item SN)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Planes =&lt;br /&gt;
* add to IMESS&lt;br /&gt;
* Create a cosmology&lt;br /&gt;
** Prime material plane&lt;br /&gt;
** Alternate Material plane&lt;br /&gt;
** Astral plane&lt;br /&gt;
** all 4 elemental planes&lt;br /&gt;
** Shadow&lt;br /&gt;
** Abyss (that sucker is huge)&lt;br /&gt;
** 9 layers of hell &amp;amp; their lords&lt;br /&gt;
* Make &amp;quot;paths&amp;quot; another plane?&lt;br /&gt;
* Some theoretical link to portals&lt;br /&gt;
* Affects relocate, summon&lt;br /&gt;
* Hometown per material plane? (defined in plane table?) (default to mid)&lt;br /&gt;
* Once people start plane travel, add colored icon to room title to indicate what plane you&#039;re in (or make this a special skill / spell) (help entry to explain icon key)&lt;br /&gt;
* Story outline for alternate plane&lt;br /&gt;
** Pre-Adril, or never was built here&lt;br /&gt;
** Defended against dragon attack&lt;br /&gt;
&lt;br /&gt;
= Races = &lt;br /&gt;
&lt;br /&gt;
== Vampire ==&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=User_talk:Brazil&amp;diff=2269</id>
		<title>User talk:Brazil</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=User_talk:Brazil&amp;diff=2269"/>
		<updated>2010-11-02T17:46:44Z</updated>

		<summary type="html">&lt;p&gt;Brazil: /* Orbs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
addictmud: sheesh&lt;br /&gt;
addictmud: he called to ask me to look at some document at some point tonight and check it for technical accuracy before he sends it to a customer&lt;br /&gt;
addictmud: and it turned into a long chat session&lt;br /&gt;
addictmud: thankfully it wasn&#039;t anythign bad directed at me&lt;br /&gt;
nynaeve2469: that&#039;s good&lt;br /&gt;
nynaeve2469: so like hi&lt;br /&gt;
addictmud: hehe, hi love&lt;br /&gt;
addictmud: how are you feeling?&lt;br /&gt;
addictmud: how&#039;s your head?&lt;br /&gt;
nynaeve2469: it&#039;s ok&lt;br /&gt;
addictmud: what trouble are you into?&lt;br /&gt;
nynaeve2469: i was working on american history homework while you were out&lt;br /&gt;
addictmud: aHH&lt;br /&gt;
addictmud: did you see the class: cleric page?&lt;br /&gt;
nynaeve2469: yeah it doesn&#039;t mean alot to me&lt;br /&gt;
addictmud: oh&lt;br /&gt;
nynaeve2469: i dont understand alot of it&lt;br /&gt;
nynaeve2469: i know what the spells are&lt;br /&gt;
nynaeve2469: i know what the mana cost to cast the spells are&lt;br /&gt;
nynaeve2469: i dont get alot of the rest&lt;br /&gt;
addictmud: oh, ok&lt;br /&gt;
addictmud: more pages of info i&#039;ll just add, hehe&lt;br /&gt;
addictmud: did you look at the formulas link?  the man forumla is in there&lt;br /&gt;
nynaeve2469: yes i did&lt;br /&gt;
addictmud: mana&lt;br /&gt;
nynaeve2469: but i don&#039;t understand it&lt;br /&gt;
addictmud: hmm&lt;br /&gt;
addictmud: well, bring it up, I&#039;ll try to explain&lt;br /&gt;
nynaeve2469: i&#039;m looking at the cleric page&lt;br /&gt;
addictmud: go to the formulas&lt;br /&gt;
nynaeve2469: ok&lt;br /&gt;
addictmud: ok, for clerics, their mana base is 10&lt;br /&gt;
addictmud: the first thing we do is take that 10, and look at their race&lt;br /&gt;
nynaeve2469: how does one know their base is 10?&lt;br /&gt;
nynaeve2469: it says it&lt;br /&gt;
addictmud: players don&#039;t know these numbers&lt;br /&gt;
nynaeve2469: i see that on the other page&lt;br /&gt;
addictmud: right&lt;br /&gt;
nynaeve2469: right i know players dont know that&lt;br /&gt;
addictmud: so if the cleric is a dwarf, we subtract 1/4th from their mana base&lt;br /&gt;
nynaeve2469: ok&lt;br /&gt;
addictmud: 10/4 is like 2.5... so 2 gets subtracted&lt;br /&gt;
addictmud: if it&#039;s an elf, we add 1/2 to make it 15 instead&lt;br /&gt;
nynaeve2469: ok&lt;br /&gt;
nynaeve2469: now i get it&lt;br /&gt;
addictmud: oh :-)&lt;br /&gt;
nynaeve2469: ok now that makes sense to me&lt;br /&gt;
addictmud: I knew you&#039;d get it&lt;br /&gt;
nynaeve2469: ok so what exactly are we to do with these pages?&lt;br /&gt;
addictmud: well, first off, i&#039;m not sure if everything is there&lt;br /&gt;
addictmud: of course, I need to put in all the numbers for all the spells (damage, etc)&lt;br /&gt;
nynaeve2469: ok&lt;br /&gt;
addictmud: but I dunno if I&#039;ve missed anything else&lt;br /&gt;
addictmud: but the idea is to get a real look at what each of the classes actually are, how strong their skills are, etc&lt;br /&gt;
nynaeve2469: in other words something to let you and gargs play with&lt;br /&gt;
addictmud: and see where we need to start making changes... update these pages to the final product, then implement it all at once&lt;br /&gt;
addictmud: something told me it would be mostly him and I :P&lt;br /&gt;
addictmud: so I had an idea for the imperial orb I wanted to pass around&lt;br /&gt;
nynaeve2469: i dont know much of this&lt;br /&gt;
nynaeve2469: ok&lt;br /&gt;
addictmud: well, we&#039;ve talked about mucking things a bit so mana pools are a factor again&lt;br /&gt;
nynaeve2469: right&lt;br /&gt;
addictmud: so what if, as part of that, we had the orbs do their own absorbtion from the mana pools&lt;br /&gt;
nynaeve2469: well we had talked about having a quest for a &amp;quot;better&amp;quot; orb&lt;br /&gt;
addictmud: and then we can say, if they run out of mana, they&#039;ll drain the orb like a recepticaly&lt;br /&gt;
addictmud:  -y&lt;br /&gt;
nynaeve2469: that&#039;s a neat idea&lt;br /&gt;
addictmud: but!  they wouldn&#039;t nessairly want that, because an orb would affect the strength of their spells based on how much mana it had stored up&lt;br /&gt;
nynaeve2469: go on&lt;br /&gt;
addictmud: like say&lt;br /&gt;
addictmud: for example, the max an orb could hold was 100 mana&lt;br /&gt;
addictmud: every 5 seconds it would take 1 mana from the pool to charge itself&lt;br /&gt;
nynaeve2469: ok&lt;br /&gt;
addictmud: the more mana it had stored up, the say... longer duration a spell would have... or armor would be stronger... or harm would do more damage&lt;br /&gt;
nynaeve2469: ok so the down side?&lt;br /&gt;
addictmud: but each cast of a spell would also have a chance of draining one mana from the orb because it&#039;s being depleted to give that strength&lt;br /&gt;
addictmud: but say, a 100 mana full orb would give harm a bigger boost then if it had 3 mana&lt;br /&gt;
nynaeve2469: hmmm&lt;br /&gt;
addictmud: and if they run out of mana, it would start draining the orb to cast their spells&lt;br /&gt;
addictmud: but without the bonus&#039;... and possibly a penalty when you started using the orb mana directly&lt;br /&gt;
nynaeve2469: we should give it more tho9ught then&lt;br /&gt;
addictmud: 100 is just an arbatrary number to make the example simple&lt;br /&gt;
nynaeve2469: right&lt;br /&gt;
addictmud: and maybe have it so they have to hold the orb in order for it to be able to charge up&lt;br /&gt;
addictmud: and the longer they don&#039;t have it equipped, it startes to bleed off any stored mana&lt;br /&gt;
nynaeve2469: i still think the orb needs to be a floating nearby&lt;br /&gt;
nynaeve2469: that&#039;s what it is&lt;br /&gt;
addictmud: like your body acts as the conduit to the earth to build up it&#039;s charge&lt;br /&gt;
nynaeve2469: i like the idea&lt;br /&gt;
addictmud: it is?&lt;br /&gt;
nynaeve2469: yeah in the books the orb circles Zerika&#039;s head&lt;br /&gt;
nynaeve2469: remember we talked about it&lt;br /&gt;
addictmud: oh i see what you mean&lt;br /&gt;
addictmud: I really always envisoned lights as floating over your head, so :P&lt;br /&gt;
nynaeve2469: yeah well &lt;br /&gt;
addictmud: philo stone, imperial orb... platinum orb, etc&lt;br /&gt;
addictmud: all these years I pictured them floating around your head, hehe&lt;br /&gt;
nynaeve2469: the imp orb defintely&lt;br /&gt;
addictmud: those M:TG Unhinged... does anyone actually play a game with them? hehe&lt;br /&gt;
nynaeve2469: oh yeah&lt;br /&gt;
nynaeve2469: i used to have them in my decks&lt;br /&gt;
addictmud: that&#039;s sweet&lt;br /&gt;
nynaeve2469: so i have ideas perking&lt;br /&gt;
addictmud: I was just looking at one, it has a colorless mana cost of 1,000,000&lt;br /&gt;
nynaeve2469: hehehe&lt;br /&gt;
nynaeve2469: yeah&lt;br /&gt;
addictmud: what kind of ideas?&lt;br /&gt;
nynaeve2469: i like that idea of sorc to blah to blah&lt;br /&gt;
nynaeve2469: and i like that idea of certain skills/spells to classes based on race&lt;br /&gt;
addictmud: the race one I figured we should deff go with&lt;br /&gt;
nynaeve2469: i like that one&lt;br /&gt;
nynaeve2469: and it really got me thinking&lt;br /&gt;
addictmud: about?&lt;br /&gt;
nynaeve2469: dwarf today&lt;br /&gt;
addictmud: ok&lt;br /&gt;
nynaeve2469: ok like heere&#039;s one&lt;br /&gt;
nynaeve2469: i dont know if it would work better with bard, priest, cleric or paladin but i&#039;m leaning toward bard, priest or cleric&lt;br /&gt;
nynaeve2469: (i thinki have a better idea for paldain)&lt;br /&gt;
addictmud: ok&lt;br /&gt;
nynaeve2469: i&#039;m, reading this ase i go&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 fire&lt;br /&gt;
 water&lt;br /&gt;
 shadow&lt;br /&gt;
 earth&lt;br /&gt;
 electric&lt;br /&gt;
 holy&lt;br /&gt;
 wind&lt;br /&gt;
&lt;br /&gt;
 soul orbs&lt;br /&gt;
 melee orbs&lt;br /&gt;
&lt;br /&gt;
 Brazil: and last time I talked t nyn about it, I coded an orb item type that&lt;br /&gt;
 was insetable.... but I don&#039;t remember anything beyond that :P&lt;br /&gt;
 Brazil: and that&#039;s not necessairly code that has to stay in, I&#039;m ok ripping&lt;br /&gt;
 that out&lt;br /&gt;
 Gargamel: herm...&lt;br /&gt;
 Gargamel: i remember vaguely&lt;br /&gt;
 Brazil: what IS an elemental orb?&lt;br /&gt;
 Brazil: I have an orb of fire, wtf does it do? hehe&lt;br /&gt;
 Gargamel: we tossed around the idea of having different elemental orbs (each&lt;br /&gt;
 orb would be speciffic to an element)&lt;br /&gt;
 Gargamel: and the orb would boost the power of that elements spells to the&lt;br /&gt;
 caster&lt;br /&gt;
 Gargamel: for instance if someone had a fire orb ... fireball would be a&lt;br /&gt;
 certain percentage higher in damage (depending on the power of hte orb)&lt;br /&gt;
 Nynaeve: it makes fire spells more effective and maybe makes the player weak&lt;br /&gt;
 to ice&lt;br /&gt;
 Gargamel: ooh ooh ooh ooh ooh ooh!!!!!&lt;br /&gt;
 Jagang: Maybe have different types of orbs , defensive and offensive ,&lt;br /&gt;
 offensive will boost their power as gargs says , and maybe defensive will&lt;br /&gt;
 place a shield around the char , or give them resistance to that type of&lt;br /&gt;
 attack&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
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