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	<title>Immortal Wiki - User contributions [en]</title>
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	<updated>2026-05-05T21:29:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2254</id>
		<title>Fire: changes</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2254"/>
		<updated>2010-10-10T16:06:36Z</updated>

		<summary type="html">&lt;p&gt;Fire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Black Market dealer sales&#039;&#039;&#039;&lt;br /&gt;
2 super daggers - $100m (69004)&lt;br /&gt;
2 British maces - $100 m (69022)&lt;br /&gt;
2 Mark IV Phaser - $125m (69023)&lt;br /&gt;
2 Puff slayers - $100m (127)&lt;br /&gt;
&#039;&#039;&#039;Astral Plane&#039;&#039;&#039;&lt;br /&gt;
Now is the central portal to other planes.  Review zone 164&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Midgaard&#039;&#039;&#039;&lt;br /&gt;
Exits from south ocean deleted:&lt;br /&gt;
14305&lt;br /&gt;
14309&lt;br /&gt;
14311&lt;br /&gt;
14313&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2253</id>
		<title>Fire: changes</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2253"/>
		<updated>2010-10-10T16:06:25Z</updated>

		<summary type="html">&lt;p&gt;Fire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Black Market dealer sales&#039;&#039;&#039;/n&lt;br /&gt;
2 super daggers - $100m (69004)/n&lt;br /&gt;
2 British maces - $100 m (69022)/n&lt;br /&gt;
2 Mark IV Phaser - $125m (69023)/n&lt;br /&gt;
2 Puff slayers - $100m (127)/n&lt;br /&gt;
&#039;&#039;&#039;Astral Plane&#039;&#039;&#039;&lt;br /&gt;
Now is the central portal to other planes.  Review zone 164&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Midgaard&#039;&#039;&#039;&lt;br /&gt;
Exits from south ocean deleted:&lt;br /&gt;
14305&lt;br /&gt;
14309&lt;br /&gt;
14311&lt;br /&gt;
14313&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2252</id>
		<title>Fire: changes</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Fire:_changes&amp;diff=2252"/>
		<updated>2010-10-10T16:03:30Z</updated>

		<summary type="html">&lt;p&gt;Fire: New page: &amp;#039;&amp;#039;&amp;#039;Black Market dealer sales&amp;#039;&amp;#039;&amp;#039; 2 super daggers - $100m (69004) 2 British maces - $100 m (69022) 2 Mark IV Phaser - $125m (69023) 2 Puff slayers - $100m (127) &amp;#039;&amp;#039;&amp;#039;Astral Plane&amp;#039;&amp;#039;&amp;#039; Now is the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Black Market dealer sales&#039;&#039;&#039;&lt;br /&gt;
2 super daggers - $100m (69004)&lt;br /&gt;
2 British maces - $100 m (69022)&lt;br /&gt;
2 Mark IV Phaser - $125m (69023)&lt;br /&gt;
2 Puff slayers - $100m (127)&lt;br /&gt;
&#039;&#039;&#039;Astral Plane&#039;&#039;&#039;&lt;br /&gt;
Now is the central portal to other planes.  Review zone 164&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Midgaard&#039;&#039;&#039;&lt;br /&gt;
Exits from south ocean deleted:&lt;br /&gt;
14305&lt;br /&gt;
14309&lt;br /&gt;
14311&lt;br /&gt;
14313&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2094</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2094"/>
		<updated>2009-02-26T00:16:36Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Warrior ---&amp;gt; Berserker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
&lt;br /&gt;
There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
&lt;br /&gt;
This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
&lt;br /&gt;
The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
&lt;br /&gt;
== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
&lt;br /&gt;
Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
&lt;br /&gt;
== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
&lt;br /&gt;
== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9:&lt;br /&gt;
&lt;br /&gt;
== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
&lt;br /&gt;
Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
&lt;br /&gt;
*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
&lt;br /&gt;
-- February 25th --&lt;br /&gt;
Berserker to me sounds like a heavy move based group.  Berserk being beefed up (maybe call it Rage then?) is a good start, but all of that is movement based.  As moves increase, is there a possibility that they could get some sort of rapid healing that effects movement only?  Just an idea.&lt;br /&gt;
&lt;br /&gt;
Also, if we change the weapons we have...possible to limit an attack type on the wield?  Like whirlwind would only work with an axe, bladestorm only with a slash?&lt;br /&gt;
&lt;br /&gt;
- Fire&lt;br /&gt;
&lt;br /&gt;
== Antipaladin ---&amp;gt; Hell Knight ==&lt;br /&gt;
&lt;br /&gt;
Skill 1:  Hells Fury 1 -&amp;gt;  For Antipaladins with an alignment of -600 or greater, Hell Knights do 5% more damage to good aligned mobs&lt;br /&gt;
&lt;br /&gt;
Skill 2:  Hells Fury 2 -&amp;gt; Same as above on the align restrictions, Hell Knights do 5% more damage to good aligned mobs&lt;br /&gt;
&lt;br /&gt;
Skill 3:  Hells Fury 3 -&amp;gt; Same as above on align restrictions, Hell Knights do 5% more damage to good aligned mobs and 5% more to neutral ones&lt;br /&gt;
&lt;br /&gt;
Skill 4:  Shield Bash -&amp;gt; (skill) damage based on the damroll of the attackers shield.  They bash the mob with the shield, knocking the character with the shield.  A fail would be 2 rounds of no attacks.  Success disables the mob for 2 rounds.  Can only be attempted every 4. Cost of 30 moves.&lt;br /&gt;
&lt;br /&gt;
Skill 5:  Devils Rage -&amp;gt; (skill) Think adrenalize for apals.  Between 5-10 hitroll and 2-3 damroll.  Cost of 75 moves.&lt;br /&gt;
&lt;br /&gt;
Skill 6:  Shadow Haven -&amp;gt;  Adds a spell buff of 20% to all shadow based spells&lt;br /&gt;
&lt;br /&gt;
Skill 7:  Sacrificial Lamb -&amp;gt;  (spell) Sacrifice an amount of HPs for damroll.  For everyone 100 hps you sacrifice, you add 1 damroll.  Time of level/10&lt;br /&gt;
&lt;br /&gt;
Skill 8:  Shamans Tear -&amp;gt;  (spell) Sacrifice amount of damroll for mana.  For every damroll point sarificed you get 50 mana.  Time of level/10 again&lt;br /&gt;
&lt;br /&gt;
== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
&lt;br /&gt;
*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
&lt;br /&gt;
Level&amp;lt;br&amp;gt;&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells.  125 mana  &amp;lt;br&amp;gt; &lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy.  Must be affected by CLAW spell first.  Maybe based more upon damroll?  75 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell.  A much more buffed shadow blade.  100 mana&amp;lt;br&amp;gt;&lt;br /&gt;
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Just some thoughts on Carapice Armor (which I like the idea of btw).  But if we have a large scale mob with 10d10 barehand, and 40 damroll - we&#039;re talking about an average damage of 55 + 40 damroll (so 95) x the # of attacks.  On a decent sized mob, with 6 attacks that&#039;s 570 damage being done to the player.  30% of that would be 171 damage returned to the mob each round.  Does this spell include spells cast on the player?  Does it halve damage for sanctuary/resists?  Would it not work if you had 100% resist to a damage type?  In addition to the necro&#039;s natural attack + spells, do we think that another 170 damage per round is too much?  Just some things that came to mind while I was reviewing this list - Gargamel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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To gargs point, yes on all accounts.  If someone has sanctuary and gets attacked, and the physical damage is dropped by 25%.  As would the damage returned.  If a person is 100% resist to a type of attack, no damage is being done, no damage is being returned.  As for the damage...remember that at this point, Necro&#039;s spells are more buff based than attack based (the ones that exist are also kind of the type that you cast and flee), so giving them an additional 170 might not be such a bad idea.  -- Fire&lt;br /&gt;
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== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
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Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
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*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
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*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
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*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
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*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
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*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
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*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
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*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
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*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
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*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
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*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
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== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
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Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
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== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
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*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
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*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
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*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
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*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
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*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
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*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
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*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
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== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2077</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2077"/>
		<updated>2009-02-17T02:13:08Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Antipaladin ---&amp;gt; Hell Knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
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One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
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There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
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&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
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== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
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This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
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The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
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*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
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*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
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[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
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*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
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*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
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*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
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*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
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*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
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*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
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*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
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*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
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== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
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Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
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*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
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*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
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*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
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*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
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*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
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&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
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Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
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*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
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*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
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*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
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*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
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*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
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*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
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*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
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== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
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*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
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*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
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== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
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Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
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*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
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*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
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*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
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*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
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*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
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*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Hell Knight ==&lt;br /&gt;
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Skill 1:  Hells Fury 1 -&amp;gt;  For Antipaladins with an alignment of -600 or greater, Hell Knights do 5% more damage to good aligned mobs&lt;br /&gt;
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Skill 2:  Hells Fury 2 -&amp;gt; Same as above on the align restrictions, Hell Knights do 5% more damage to good aligned mobs&lt;br /&gt;
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Skill 3:  Hells Fury 3 -&amp;gt; Same as above on align restrictions, Hell Knights do 5% more damage to good aligned mobs and 5% more to neutral ones&lt;br /&gt;
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Skill 4:  Shield Bash -&amp;gt; (skill) damage based on the damroll of the attackers shield.  They bash the mob with the shield, knocking the character with the shield.  A fail would be 2 rounds of no attacks.  Success disables the mob for 2 rounds.  Can only be attempted every 4. Cost of 30 moves.&lt;br /&gt;
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Skill 5:  Devils Rage -&amp;gt; (skill) Think adrenalize for apals.  Between 5-10 hitroll and 2-3 damroll.  Cost of 75 moves.&lt;br /&gt;
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Skill 6:  Shadow Haven -&amp;gt;  Adds a spell buff of 20% to all shadow based spells&lt;br /&gt;
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Skill 7:  Sacrificial Lamb -&amp;gt;  (spell) Sacrifice an amount of HPs for damroll.  For everyone 100 hps you sacrifice, you add 1 damroll.  Time of level/10&lt;br /&gt;
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Skill 8:  Shamans Tear -&amp;gt;  (spell) Sacrifice amount of damroll for mana.  For every damroll point sarificed you get 50 mana.  Time of level/10 again&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
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*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
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Level&amp;lt;br&amp;gt;&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells.  125 mana  &amp;lt;br&amp;gt; &lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy.  Maybe based more upon damroll?  75 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell.  A much more buffed shadow blade.  100 mana&amp;lt;br&amp;gt;&lt;br /&gt;
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Just some thoughts on Carapice Armor (which I like the idea of btw).  But if we have a large scale mob with 10d10 barehand, and 40 damroll - we&#039;re talking about an average damage of 55 + 40 damroll (so 95) x the # of attacks.  On a decent sized mob, with 6 attacks that&#039;s 570 damage being done to the player.  30% of that would be 171 damage returned to the mob each round.  Does this spell include spells cast on the player?  Does it halve damage for sanctuary/resists?  Would it not work if you had 100% resist to a damage type?  In addition to the necro&#039;s natural attack + spells, do we think that another 170 damage per round is too much?  Just some things that came to mind while I was reviewing this list - Gargamel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To gargs point, yes on all accounts.  If someone has sanctuary and gets attacked, and the physical damage is dropped by 25%.  As would the damage returned.  If a person is 100% resist to a type of attack, no damage is being done, no damage is being returned.  As for the damage...remember that at this point, Necro&#039;s spells are more buff based than attack based (the ones that exist are also kind of the type that you cast and flee), so giving them an additional 170 might not be such a bad idea.  -- Fire&lt;br /&gt;
&lt;br /&gt;
== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
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*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
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*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
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*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
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*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
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== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
&lt;br /&gt;
Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
&lt;br /&gt;
*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
&lt;br /&gt;
*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
&lt;br /&gt;
*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
&lt;br /&gt;
*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
&lt;br /&gt;
*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
&lt;br /&gt;
*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
&lt;br /&gt;
*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
&lt;br /&gt;
*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
&lt;br /&gt;
== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2076</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2076"/>
		<updated>2009-02-17T01:40:50Z</updated>

		<summary type="html">&lt;p&gt;Fire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
&lt;br /&gt;
There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
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&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
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== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
&lt;br /&gt;
This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
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The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
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*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
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*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
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*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
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*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
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*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
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*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
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*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
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*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
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== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
&lt;br /&gt;
Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
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*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
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*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
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*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
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*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
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*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
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Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
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*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
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*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
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*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
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*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
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*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
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*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
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*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
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== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
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*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
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*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
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== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
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Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
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*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
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*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
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*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
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*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
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*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
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*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Hell Knight ==&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
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*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
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Level&amp;lt;br&amp;gt;&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells.  125 mana  &amp;lt;br&amp;gt; &lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy.  Maybe based more upon damroll?  75 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell.  A much more buffed shadow blade.  100 mana&amp;lt;br&amp;gt;&lt;br /&gt;
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Just some thoughts on Carapice Armor (which I like the idea of btw).  But if we have a large scale mob with 10d10 barehand, and 40 damroll - we&#039;re talking about an average damage of 55 + 40 damroll (so 95) x the # of attacks.  On a decent sized mob, with 6 attacks that&#039;s 570 damage being done to the player.  30% of that would be 171 damage returned to the mob each round.  Does this spell include spells cast on the player?  Does it halve damage for sanctuary/resists?  Would it not work if you had 100% resist to a damage type?  In addition to the necro&#039;s natural attack + spells, do we think that another 170 damage per round is too much?  Just some things that came to mind while I was reviewing this list - Gargamel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To gargs point, yes on all accounts.  If someone has sanctuary and gets attacked, and the physical damage is dropped by 25%.  As would the damage returned.  If a person is 100% resist to a type of attack, no damage is being done, no damage is being returned.  As for the damage...remember that at this point, Necro&#039;s spells are more buff based than attack based (the ones that exist are also kind of the type that you cast and flee), so giving them an additional 170 might not be such a bad idea.  -- Fire&lt;br /&gt;
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== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
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*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
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*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
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*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
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*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
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*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
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*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
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*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
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*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
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== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
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Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
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*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
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*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
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*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
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*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
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*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
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*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
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*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
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== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2075</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2075"/>
		<updated>2009-02-17T00:55:29Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Necromancer ---&amp;gt; Crypt Lord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
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There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
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&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
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== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
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This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
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The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
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*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
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*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
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[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
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*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
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*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
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*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
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*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
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*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
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*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
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*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
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*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
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== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
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Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
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*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
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*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
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*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
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*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
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*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
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&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
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Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
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*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
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*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
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*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
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*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
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*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
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*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
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*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
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== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
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*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
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*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
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== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
&lt;br /&gt;
Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
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*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
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*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
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*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
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*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
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*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
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*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Shadow Warrior ==&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
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*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
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Level&amp;lt;br&amp;gt;&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells.  125 mana  &amp;lt;br&amp;gt; &lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy.  Maybe based more upon damroll?  75 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell.  A much more buffed shadow blade.  100 mana&amp;lt;br&amp;gt;&lt;br /&gt;
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Just some thoughts on Carapice Armor (which I like the idea of btw).  But if we have a large scale mob with 10d10 barehand, and 40 damroll - we&#039;re talking about an average damage of 55 + 40 damroll (so 95) x the # of attacks.  On a decent sized mob, with 6 attacks that&#039;s 570 damage being done to the player.  30% of that would be 171 damage returned to the mob each round.  Does this spell include spells cast on the player?  Does it halve damage for sanctuary/resists?  Would it not work if you had 100% resist to a damage type?  In addition to the necro&#039;s natural attack + spells, do we think that another 170 damage per round is too much?  Just some things that came to mind while I was reviewing this list - Gargamel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To gargs point, yes on all accounts.  If someone has sanctuary and gets attacked, and the physical damage is dropped by 25%.  As would the damage returned.  If a person is 100% resist to a type of attack, no damage is being done, no damage is being returned.  As for the damage...remember that at this point, Necro&#039;s spells are more buff based than attack based (the ones that exist are also kind of the type that you cast and flee), so giving them an additional 170 might not be such a bad idea.  -- Fire&lt;br /&gt;
&lt;br /&gt;
== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
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*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
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*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
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*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
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*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
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== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
&lt;br /&gt;
Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
&lt;br /&gt;
*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
&lt;br /&gt;
*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
&lt;br /&gt;
*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
&lt;br /&gt;
*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
&lt;br /&gt;
*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
&lt;br /&gt;
*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
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*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
&lt;br /&gt;
== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2074</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2074"/>
		<updated>2009-02-17T00:55:06Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Necromancer ---&amp;gt; Crypt Lord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
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There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
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&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
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== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
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This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
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The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
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*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
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*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
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[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
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*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
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*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
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*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
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*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
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*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
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*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
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*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
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*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
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== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
&lt;br /&gt;
Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
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*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
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*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
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*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
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Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
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*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
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*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
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*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
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*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
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*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
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*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
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*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
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== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
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*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
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*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
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== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
&lt;br /&gt;
Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
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*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
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*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
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*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
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*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
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*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
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*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Shadow Warrior ==&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
&lt;br /&gt;
*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
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Level&amp;lt;br&amp;gt;&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells.  125 mana  &amp;lt;br&amp;gt; &lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy.  Maybe based more upon damroll?  75 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell.  A much more buffed shadow blade.  100 mana&amp;lt;br&amp;gt;&lt;br /&gt;
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Just some thoughts on Carapice Armor (which I like the idea of btw).  But if we have a large scale mob with 10d10 barehand, and 40 damroll - we&#039;re talking about an average damage of 55 + 40 damroll (so 95) x the # of attacks.  On a decent sized mob, with 6 attacks that&#039;s 570 damage being done to the player.  30% of that would be 171 damage returned to the mob each round.  Does this spell include spells cast on the player?  Does it halve damage for sanctuary/resists?  Would it not work if you had 100% resist to a damage type?  In addition to the necro&#039;s natural attack + spells, do we think that another 170 damage per round is too much?  Just some things that came to mind while I was reviewing this list - Gargamel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To gargs point, yes on all accounts.  If someone has sanctuary and gets attacked, and the physical damage is dropped by 25%.  As would the damage returned.  If a person is 100% resist to a type of attack, no damage is being done, no damage is being returned.  As for the damage...remember that at this point, Necro&#039;s spells are more buff based than attack based (the ones that exist are also kind of the type that you cast and flee), so giving them an additional 170 might not be such a bad idea.&lt;br /&gt;
&lt;br /&gt;
== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
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*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
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*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
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*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
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*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
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== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
&lt;br /&gt;
Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
&lt;br /&gt;
*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
&lt;br /&gt;
*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
&lt;br /&gt;
*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
&lt;br /&gt;
*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
&lt;br /&gt;
*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
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*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
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*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
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== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2070</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2070"/>
		<updated>2009-02-13T05:07:06Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Necromancer ---&amp;gt; Crypt Lord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
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There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
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&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
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== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
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This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
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The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
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*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
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*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
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*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
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*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
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*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
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*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
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== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
&lt;br /&gt;
Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
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*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
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*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
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*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
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*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
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*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
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*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
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*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
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*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
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== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
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*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
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== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
&lt;br /&gt;
Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
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*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
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*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
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*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
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*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
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*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
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*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Shadow Warrior ==&lt;br /&gt;
&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
&lt;br /&gt;
*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
&lt;br /&gt;
Level&amp;lt;br&amp;gt;&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells.  125 mana  &amp;lt;br&amp;gt; &lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy.  Maybe based more upon damroll?  75 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell.  A much more buffed shadow blade.  100 mana&amp;lt;br&amp;gt;&lt;br /&gt;
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
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*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
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== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
&lt;br /&gt;
Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
&lt;br /&gt;
*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
&lt;br /&gt;
*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
&lt;br /&gt;
*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
&lt;br /&gt;
*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
&lt;br /&gt;
*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
&lt;br /&gt;
*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
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*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
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== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2069</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2069"/>
		<updated>2009-02-13T03:27:48Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Necromancer ---&amp;gt; Crypt Lord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
&lt;br /&gt;
There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
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&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
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== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
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This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
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The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
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*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
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*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
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*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
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*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
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*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
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== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
&lt;br /&gt;
Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
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*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
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*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
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*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
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*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
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== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
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*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
&lt;br /&gt;
== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
&lt;br /&gt;
Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
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*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
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*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Shadow Warrior ==&lt;br /&gt;
&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
&lt;br /&gt;
*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
&lt;br /&gt;
Level&amp;lt;br&amp;gt;&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells &amp;lt;br&amp;gt;&lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid)&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off.&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
&lt;br /&gt;
Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
&lt;br /&gt;
*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
&lt;br /&gt;
*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
&lt;br /&gt;
*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
&lt;br /&gt;
*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
&lt;br /&gt;
*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
&lt;br /&gt;
*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
&lt;br /&gt;
*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
&lt;br /&gt;
*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
&lt;br /&gt;
*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
&lt;br /&gt;
== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2068</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2068"/>
		<updated>2009-02-13T03:27:32Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Necromancer ---&amp;gt; Crypt Lord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
&lt;br /&gt;
There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
&lt;br /&gt;
This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
&lt;br /&gt;
The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
&lt;br /&gt;
== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
&lt;br /&gt;
Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
&lt;br /&gt;
== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
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*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
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== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
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Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
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*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
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*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
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*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
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*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Shadow Warrior ==&lt;br /&gt;
&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
&lt;br /&gt;
*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
&lt;br /&gt;
Level&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&amp;lt;br&amp;gt;&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells &amp;lt;br&amp;gt;&lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy&amp;lt;br&amp;gt;&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&amp;lt;br&amp;gt;&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid)&amp;lt;br&amp;gt;&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off.&amp;lt;br&amp;gt;&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&amp;lt;br&amp;gt;&lt;br /&gt;
22. Word of Shadow &amp;lt;br&amp;gt;&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage .  Multicast spell&amp;lt;br&amp;gt;&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
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== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
&lt;br /&gt;
Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
&lt;br /&gt;
*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
&lt;br /&gt;
*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
&lt;br /&gt;
*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
&lt;br /&gt;
*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
&lt;br /&gt;
*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
&lt;br /&gt;
*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
&lt;br /&gt;
*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
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*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
&lt;br /&gt;
*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
&lt;br /&gt;
== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
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Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2067</id>
		<title>Gargamel: Guilds</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Gargamel:_Guilds&amp;diff=2067"/>
		<updated>2009-02-13T03:26:35Z</updated>

		<summary type="html">&lt;p&gt;Fire: /* Necromancer ---&amp;gt; Crypt Lord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m going to outline a couple of guild/profession ideas I&#039;ve been tossing around on this page.  Feel free to add to the discussion.&lt;br /&gt;
&lt;br /&gt;
One idea I&#039;ve been thinking about is: rather than attempt to create additional remort classes, we could use some of the ideas and create specific class guilds, to further enhance some of the classes.  One of the guild requirements would be you would have to be a certain class.  Remorting out of that class would expell you from the guild (not sure how difficult this would be to implement...)&lt;br /&gt;
&lt;br /&gt;
There could even be the possibility of certain classes being allowed into another &amp;quot;class-specific&amp;quot; guild, with higher restrictions.  I also think, that you could only belong to one of these at a time.  (again, not sure of the coding issues with this, but they&#039;re just ideas).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;please note - all skills/spells are out of order of their potential levels....just fyi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paladin ---&amp;gt; Crusader ==&lt;br /&gt;
&lt;br /&gt;
This would be a guild that you could only join as a Paladin class.  Natural CON of 14 and Natural STR of 18 required. (requirements could be tweaked).&lt;br /&gt;
&lt;br /&gt;
The class could get some slight boosts to spell casting and/or melee skills.&lt;br /&gt;
Guild levels based on NPC kills, similar to Darkknight.&lt;br /&gt;
Gains 3 maxhit, 3 maxmana per Crusader level.  (-15% hp regen penalty) (+5% mana regen bonus).  &#039;&#039;Does there need to be a slew of on level/passive bonuses and penalties?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Crusaders&#039; Might (1) - First of 3 alignment based spells.  For Paladins with alignment of 350-550, they will receive a bonus of 10% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 10% damage to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Crusaders&#039; Might (2) - Second of 3 alignment based spells.  For Paladins with alignment of 550-800, they will receive a bonus of 20% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 20% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Crusaders&#039; Might (3) - Third of 3 alignment based spells.  For Paladins with alignment of 800-1000, they will receive a bonus of 30% damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align mobs.  Penalty of 30% to good aligned mobs.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;These are meant to be similar to the spell Smite.  It&#039;s possible that they&#039;re granted spells.  Not sure if they have to be cast on a person or on a weapon.  I would say we might want to question the allowability for them to stack (do we want the capability of a 60% combined damage boost?  I would scatter the three spells among the Crusader levels, maybe level 1, 15, 29?&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Hero&#039;s Prayer - This spell would drain the caster&#039;s mana total and apply that to maxhit.  The duration of the spell would be the amount of mana switched to maxhit, which would slowly trickle back to mana at 5 per pulse.  You wouldn&#039;t be able to recast until the mana was fully restored. (not sure if this is feasible).  Would probably require mana regen to be set to 0 for the duration. High level.&lt;br /&gt;
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*Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.&lt;br /&gt;
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*Skill/Spell 6: Purification - Cures poison and disease.  Guild Level 25?&lt;br /&gt;
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*Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Healer&#039;s Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana.  Fairly long itmer, medium level spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)&lt;br /&gt;
&#039;&#039;&#039;more to follow on Crusaders later&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instead of Hero&#039;s Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shield Swing: The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.  Cost: 30-40 movement.&lt;br /&gt;
&lt;br /&gt;
== Thief ---&amp;gt; Rogue ==&lt;br /&gt;
&lt;br /&gt;
Rogue would be a Thief only guild.  Natural DEX of 17 (too high?) and Natural INT of 13 required to join.  (&#039;&#039;not sure if i like the dual requirements yet... we shall see).&#039;&#039;&lt;br /&gt;
Rogues would get a +2 boost to CON upon joining the guild.  Rogues of level 20 or more would get an additional +1 CON.&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 1: Gamblers Ruin - A high level GRANTED spell.  This would be a gamble in the true sense of the word.  There are four outcomes of the spell.  1) +250 maxhit 2) +15 damroll 3) -250 maxhit 4) -15 damroll.  GRANTED 1 time per 24 mud hours (can&#039;t remember how long in &amp;quot;real life time&amp;quot; this is.... maybe needs adjustment).  Maximum GRANT total of 2.  Unsure of duration just yet... &#039;&#039;I considered trying to use percentages with this one, but I think that there&#039;s room for error or abuse.  I really like this skill/spell idea, and hopefully it&#039;ll make its way into the game in some form...also, this could be another 3 part skill/spell - 3 levels of it which would increase (you wouldn&#039;t be able to cast more than one on yourself at once)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll&lt;br /&gt;
*Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll&lt;br /&gt;
*Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 2: Eye Poke - Skill that would cause blindness.  I&#039;m assuming you would always be able to backstab a blind npc?  Level 1 rogue skill.  Cost 5-10 moves?&lt;br /&gt;
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*Spell/Skill 3: Rogue&#039;s Shadow - Creates a complete likeness of the thief to do his/her bidding.  Would act as a normal follower would act.  Takes on all all hitpoints/mana/moves/damroll/hitroll of the Player (NOT resists/spell affects?).  &lt;br /&gt;
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*Spell/Skill 4: Hoax - Makes the mob think the thief is much bigger/badder than in reality.  Lowers hitroll and damroll of the mob.  Granted?&lt;br /&gt;
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*Spell/Skill 5: Gut - Used in the same way as stab (dagger type weapon, on hold slot).  Stabs the target in the Gut, causes increasing damage, per round starting at 10 and increasing to 100.  Restricts all other combat skills for 10 rounds &#039;&#039;(is this possible? would this restrict flee? Is this exploitable?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Spell/Skill 6: Identify Weakness - Skill that would allow the rogue to see only the resistances/weaknesses of a mob.  This would work on mobs that are spell immune.&lt;br /&gt;
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*Spell/Skill 7: Feign Death - Skill that would allow the rogue to pretend to die mid-battle.  This would effectively cease fighting with the mob.  Mobs with memory would clearly re-attack after a time.  Failure would stun the rogue for 3 rounds of combat.  Success linked to Dexterity.&lt;br /&gt;
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*Spell/Skill 8: Fire Dagger - imbues a thief&#039;s dagger with a moderate damage fire-based weaponspell.&lt;br /&gt;
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== Ninja ---&amp;gt; Samurai (or Assassin?) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m kind of thinking of maybe having 2 ninja paths... one that&#039;s weapon based, and one that&#039;s barehand attack based.  I don&#039;t know if the names assassin/samurai fit though... I&#039;ll throw down all of the ideas I have under this topic, and we can sort them out later&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Natural Dex of 17 and Natural CON of 14 to join.  Guild would get +2 hp regen and +3 maxmoves per level.  &#039;&#039;not sure if i like the bonuses on this yet; also, a lot of the skill ideas for this guild probably require changes to the barehand attack code, if that won&#039;t work, i&#039;ll figure something else out&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Drunken Fighting - This would be a passive skill (like frenzy) that would vary the damage dice on barehand attack a great deal.  It would result in a very high possible max attack, but also a very low minimum attack.  Cost of 50-80 moves &#039;&#039;Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Fists of Fury - Enables a barehand attacking player to deal 2x the amount of the barehand damage in between rounds of combat (similar to where stun/bash/pummel) is placed.  Can only use once every 2 rounds.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Ways of the Samurai - Would give the player the knowlege of the ancient Samurai.  Results in a 5% increase to maxhit and maxmove.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can&#039;t be used while Meditating), at a cost of -10% hp regen.&lt;br /&gt;
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*Skill/Spell 5: Roundhouse - Essentially a berserk skill.  Does area damage (physical, blunt) to all mobs in the room.  15-40 moves.  Low Level.&lt;br /&gt;
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*Skill/Spell 6: Immobilize - Temporarily stops a mob&#039;s attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can&#039;t use another skill for 3 rounds.  (maybe only immobilizes the mob for 3 rounds?)&lt;br /&gt;
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*Skill/Spell 7: Flame Gauntlets - Imbues the ninja&#039;s hands with a holy fire.  (changes barehand damage from blunt to fire)&lt;br /&gt;
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*Skill/Spell 8: Stone Gauntlets - Imbues the ninja&#039;s hands with the stone.  (changes barehand damage from blunt to earth)&lt;br /&gt;
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*Skill/Spell 9: Frozen Fists - Coats the ninja&#039;s fists with a thin covering of ice - changing the barehand damage from blunt to cold)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Thunder Katana - Creates a bonded, timered slash type weapon of moderate damage/damroll (maybe linked to level, like flame blade), with ELEC damage type, also casting a electricty based weapon spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 11: Shadow Dagger - Creates a bonded, timered pierce type weapon of moderate damage/damroll (maybe like flame blade - tied to level), with SHADOW damage type, also casting a shadow based weapon spell (not holdable - we dont want ppl stabbing with it).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 12: Holy Hammer - Creates a bonded, timered blunt weapon of moderate to heavy damage (a bit better than the previous two), with HOLY damage, and casting a holy based weapon spell.&lt;br /&gt;
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*Skill/Spell 13: Samurai&#039;s Endurance - Halves the movement costs of all movement (is this possible?)&lt;br /&gt;
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*Skill/Spell 14: Water Strider - Skill that would grant the ninja the waterwalk ability (decent chance for failure, would not be able to retry after failing - similar to how frenzy works)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 15: Dragon&#039;s Fury - Creates moderate damage fire weaponspell on weapon.&lt;br /&gt;
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*Skill/Spell 16: Dragon&#039;s Wrath - Creates a higher damage fire weaponspell on weapon.  (Can&#039;t use at the same time as Dragon&#039;s Fury?)  Maybe put the fire weaponspell on barehand attack?&lt;br /&gt;
&lt;br /&gt;
== Warrior ---&amp;gt; Knight ==&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type &amp;quot;weapon&amp;quot;.  If so, slight chance that held weapon and wielded weapon have their average damages combined.  Or maybe have their damage dice combined?  Low % chance of success.&lt;br /&gt;
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*Skill/Spell 2: Knight&#039;s Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Knight&#039;s Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 4: Knight&#039;s Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types).  Decent length of time.  Spell?&lt;br /&gt;
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*Skill/Spell 5: Maiden&#039;s Blessing - +1 attack skill/spell.  Possibly make this passive once practiced?  If it stays a skill/spell - maybe a very low % chance of +2 attacks?  Moderate failure rate?&lt;br /&gt;
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*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.&lt;br /&gt;
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*Skill/Spell 7: Chivalry - Knight sacrifices his own hitpoints to benefit the group.  Lowers maxhit by 25% and gives that amount of maxhit to all grouped members.&lt;br /&gt;
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*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.&lt;br /&gt;
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*Skill/Spell 9:&lt;br /&gt;
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== Warrior ---&amp;gt; Berserker ==&lt;br /&gt;
&lt;br /&gt;
Specializes in area attacks/spells&lt;br /&gt;
&#039;&#039;Consider removing the berserk skill from warriors?  Either that or reduce it&#039;s damage output considerably&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk.  Higher move cost also.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%).  Higher move cost.&lt;br /&gt;
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*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%).  Higher move cost.&lt;br /&gt;
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*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%).  High move cost.&lt;br /&gt;
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*Skill/Spell 6: Berserker&#039;s Fury - skill that increases maximum movement points.&lt;br /&gt;
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*Skill/Spell 7: Sage&#039;s Gift - spell that would convert all damage output of the berserk skills (1-5) into 100% magical damage and 0% physical damage.  Granted?  Should this be a skill?  Might need some refining...&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 8: Relief - skill that would increase movement regen.&lt;br /&gt;
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*Skill/Spell 9: Fury&#039;s Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.&lt;br /&gt;
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*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.&lt;br /&gt;
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== Antipaladin ---&amp;gt; Shadow Warrior ==&lt;br /&gt;
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== Necromancer ---&amp;gt; Crypt Lord ==&lt;br /&gt;
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*edited by Fire to add a bit more detail I didn&#039;t give Garg&lt;br /&gt;
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Level&lt;br /&gt;
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja&lt;br /&gt;
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells&lt;br /&gt;
8.Impale - Burying their claws into the ground, the claws pop underneath the mob and impale them.  Less powerful burrowing.  Type energy&lt;br /&gt;
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker&lt;br /&gt;
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid)&lt;br /&gt;
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off.&lt;br /&gt;
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker&lt;br /&gt;
22. Word of Shadow&lt;br /&gt;
25.  Embalming Fluid-  Crypt lord shoots embalming fluid in bolts into the mob, causing radiation damage&lt;br /&gt;
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker&lt;br /&gt;
&lt;br /&gt;
== Wizard ---&amp;gt; Sage ==&lt;br /&gt;
&lt;br /&gt;
Would require 15 WIS to join.  Gains 5hps per level.  Gains 5 bonus mems per 10 levels.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 2: Strength of the Magi (1) - Increase of 15% spell damage cast.  Spell duration is half the amount of time until spell can be recast.  (i,e if we decide spell lasts for 5 minutes, can&#039;t recast for 10 minutes.)  Level 1&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 3: Strength of the Magi (2) - Increase of 25% spell damage cast.  Spell duration is 75% of the amount of time until spell can be recast. (i,e if spell lasts 9 minutes, can&#039;t recast for 12 minutes.)  Level 14&lt;br /&gt;
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*Skill/Spell 4: Strength of the Magi (3) - Increase of 35% spell damage cast.  Spell duration is equal to the amount of time until spell can be recast.  Level 30 (higher?)&lt;br /&gt;
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*Skill/Spell 5: Close Portal - Closes a previously casted portal spell.  (Wouldn&#039;t work on special portals like those to get to other planes of existence)&lt;br /&gt;
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*Skill/Spell 6: Mystical Barrier - Casts a temporary &amp;quot;door&amp;quot; where one currently doesn&#039;t exist.  (Helpful to prevent mobs from fleeing)&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 7: Luminescence - Creates an orb filled with light (bonded, timered) to fill the orb slot.  Could have multiple levels of this one, with higher levels giving Infra, and/or Detect Invis.&lt;br /&gt;
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*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.&lt;br /&gt;
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*Skill/Spell 9: Sage&#039;s Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.&lt;br /&gt;
&lt;br /&gt;
*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)&lt;br /&gt;
&lt;br /&gt;
== Sorcerer ---&amp;gt; Archmage ==&lt;br /&gt;
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== Priest ---&amp;gt; Bishop ==&lt;br /&gt;
&lt;br /&gt;
Priest desparately needs some offensive spells ... something to consider.&lt;br /&gt;
Also, consider 1 or 2 polymorphs?  Might have an issue with level checks ... I&#039;ll come back to this&lt;br /&gt;
&lt;br /&gt;
== Psionicist ---&amp;gt; Mind Warrior ==&lt;br /&gt;
&lt;br /&gt;
Would require 17 INT and 17 WIS to join.  Would gain 25 PSP regen per 10 guild levels.&lt;br /&gt;
&lt;br /&gt;
*Power 1: Psychic Key - The Mind Warrior projects a mental image of a key onto a locked door, resulting in springing the lock.  Moderate chance for failure.  High level.&lt;br /&gt;
&lt;br /&gt;
*Power 2: Mental Blast - Low to Mid Psychic damage.  More than ballistic attack, but not by a ton.  Fairly low level.&lt;br /&gt;
&lt;br /&gt;
*Power 3: Psychic Blast - Mid Psychic damage.  More than Mental Blast, not as much as Psychic Crush.  Low to Mid Level.&lt;br /&gt;
&lt;br /&gt;
*Power 4: Mental Surge - Mid to High Psychic damage.  More than Psychic Blast, not as much as Psychic Crush.  Mid to High Level.&lt;br /&gt;
&lt;br /&gt;
*Power 5: Mind Wipe - Damage over time spell.  Damage type: Psychic.  Not nearly as powerful as Burrowing Bony Digits on Sorcerer, maybe along the lines of Instrument of Nife from Paladin.  &#039;&#039;&#039;&#039;&#039; We should discuss this - it might be something very abusable due to Psi&#039;s being able to recept PSP&#039;s ... something to think about&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Power 6: Dementia - Gives -10% psychic resistances to target.&lt;br /&gt;
&lt;br /&gt;
*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.&lt;br /&gt;
&lt;br /&gt;
*Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll.  (fairly steep upkeep cost).&lt;br /&gt;
&lt;br /&gt;
*Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints.  (fairly steep upkeep cost).&lt;br /&gt;
&lt;br /&gt;
*Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?).  (fairly steep upkeep cost)&lt;br /&gt;
&lt;br /&gt;
== Cleric ---&amp;gt;  Monk ==&lt;br /&gt;
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&lt;br /&gt;
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== Paladin (2) ---&amp;gt; Defender ==&lt;br /&gt;
&lt;br /&gt;
Casting based subclass for Paladin...&lt;br /&gt;
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--[[User:Gargamel|Gargamel]]&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
	<entry>
		<id>https://immwiki.addictmud.org/index.php?title=Talk:Gold&amp;diff=2043</id>
		<title>Talk:Gold</title>
		<link rel="alternate" type="text/html" href="https://immwiki.addictmud.org/index.php?title=Talk:Gold&amp;diff=2043"/>
		<updated>2009-02-08T19:33:45Z</updated>

		<summary type="html">&lt;p&gt;Fire: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main issue with the whole gold fiasco is... people can&#039;t spend as fast as they can make it.  Which basically makes for a stagnant economy.  It used to be such that gold was a great equalizer - it was the basis of our economy and allowed for new and old players alike to trade equipment around with a relative idea to value and cost.  A newer player could probably save up enough to buy the item that they had no chance of loading, and an older player could slightly overpay for an item they didn&#039;t feel like loading...&lt;br /&gt;
&lt;br /&gt;
The main reason that there&#039;s so much gold in the game is two-fold.  There&#039;s just too much of it with not much to realistically spend it on, and there&#039;s too much equipment already in the game so that trading is less frequent than gift giving.&lt;br /&gt;
&lt;br /&gt;
It used to be that virtually every item had some form of gold value among the player base, now it&#039;s either traded for other needed items, donated, blindly stored, or given away.&lt;br /&gt;
&lt;br /&gt;
Housing is a great money-pit, however it has it&#039;s limit -- namely when people have enough housing for what they could possibly need.  There is a definitive end to that means.  Not to mention, the players that need the gold to afford the housing can&#039;t sell their items to older players - simply put because they probably already have a half dozen of the item to begin with.&lt;br /&gt;
&lt;br /&gt;
Getting back to the main issue - what can we do about it... There needs to be some way of removing gold from the game.  Removing it in large chunks at a time (housing, black market (yeah right!), etc) can only be looked at as temporary fixes, as sooner or later, the supply catches up with the demand, and we&#039;re in the same boat.  There needs to be a method to steadily remove gold from the game at a pace at or close to the rate that it enters the game.&lt;br /&gt;
&lt;br /&gt;
We need to look at what people already spend money on, and think about increasing those costs, or possibly add ways for them to spend money in such a way that it&#039;s not tooo obvious that we&#039;re trying to cut the gold down by too much.&lt;br /&gt;
&lt;br /&gt;
A few ideas I have floating around are:&lt;br /&gt;
&lt;br /&gt;
* Increase the cost of blank scrolls - one of the main things people spend money on is making scrolls of &#039;pigho&#039; (haste).  Currently the scrolls run about 3k each, which at that cost, and the rate that they can be created, basically everyone in the game can have an extra attack for the cost of about 10 minutes of leveling.  Increase the cost of blank scrolls to 20-30k?&lt;br /&gt;
&lt;br /&gt;
* Have a few special &amp;quot;pay to play&amp;quot; zones.  Similar to the arena from Final Fantasy X, we could have a mob arena where people could pay large prices to face some tough mobs (maybe with % chances of loading items, etc - maybe to be worked into the quest/title/etc system).&lt;br /&gt;
&lt;br /&gt;
* Make granted spells/skills purchasable for large sums of gold.  Have there be a limit to the maximum number of grants you could purchase.  For example, a warrior could purchase a maximum of 5 grants of &amp;quot;restore&amp;quot; for 2 million gold each grant.  (maybe that&#039;s too high - just an example).  Could have a limit of which classes could get which spells, could have a grant store with an actualized list, so that people couldn&#039;t just buy anything...&lt;br /&gt;
&lt;br /&gt;
* Depending on which direction we go with the runes idea, we could have the empty socketed items that runewords are to be placed purchasable by shop only.  (restrict to not allow players to have in their own personal shops).&lt;br /&gt;
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* Allow players to attempt to &amp;quot;purchase&amp;quot; enchanted items.  Have an enchanted shop sell rhinestone earrings, and other normally enchanted items.  Put a price on them of 100k to 250k per, and give them roughly the same % chance of getting a perm effect as an enchanting wizard.  (I&#039;m not sure if this is easily codeable or not)&lt;br /&gt;
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I think that&#039;s it for now.  I&#039;m sure I&#039;ll have more later on...&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
--[[User:Gargamel|Gargamel]] 13:47, 7 November 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
*Some Other Ideas (We talked about these Last Night BZ)&lt;br /&gt;
&lt;br /&gt;
*Blank Scrolls for Level Spells over level 30 sold at exorbitant prices.&lt;br /&gt;
&lt;br /&gt;
*Potions that cast spells not used in the game like the Inspire ones that used to load randomly.&lt;br /&gt;
&lt;br /&gt;
*A guide that wanders certain roads that would be paid by players to &amp;quot;take&amp;quot; them to zones that they cant easily find (like Valley) for an exorbitant price.&lt;br /&gt;
--Nyn&lt;br /&gt;
&lt;br /&gt;
A couple of quick ideas on gold:&lt;br /&gt;
&lt;br /&gt;
* In times past, super stores were what did the most as far as taking cash out of the game.  The Black market was one, later on the inset shop was another.  In a manner of speaking this can become the rich getting richer, but it&#039;s worth an idea.&lt;br /&gt;
&lt;br /&gt;
* to coincide with the inset store, make more items customizeable with insets.  So say we sell a sanctuary gem for 100 million.  Maybe we make floating eq and other item slot items have multiple slots in them.  That makes pieces of equipment much more customizeable, which could generate sales.&lt;br /&gt;
&lt;br /&gt;
* ability to pay for immortal enchants and insets?&lt;br /&gt;
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* pay to create clan items, which might add something to clans.  We&#039;d have to discuss the cost, but that would be good.  Pay to create then pay to purchase?&lt;br /&gt;
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* Maybe to take advantage of Kahlans zone, which loads actual guns you have to buy ammo for them?  And offer a range of ammo?&lt;br /&gt;
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-- Fire&lt;/div&gt;</summary>
		<author><name>Fire</name></author>
	</entry>
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