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	<title>Old Ideas - Revision history</title>
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		<title>Brazil: New page: &lt;pre&gt;  Welcome to ideas and sugestions for classes skills and spells    NOTE!! !!in order to get a hold of my brother or I you will have to wait until early january because we are changing...</title>
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		<updated>2008-12-05T03:14:14Z</updated>

		<summary type="html">&lt;p&gt;New page: &amp;lt;pre&amp;gt;  Welcome to ideas and sugestions for classes skills and spells    NOTE!! !!in order to get a hold of my brother or I you will have to wait until early january because we are changing...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 Welcome to ideas and sugestions for classes skills and spells&lt;br /&gt;
&lt;br /&gt;
  NOTE!!&lt;br /&gt;
!!in order to get a hold of my brother or I you will have to wait until&lt;br /&gt;
early january because we are changing ISP&amp;#039;s e-mail us at tjw@atcon.com TODAY!!!&lt;br /&gt;
our new e-mail will be (earlly january) tjw@nbnet.nb.ca !!!&lt;br /&gt;
&lt;br /&gt;
On with the show... &lt;br /&gt;
 As explained in previous e-mail I would like to create an area on the mud&lt;br /&gt;
called the Labirynth located east and north from the tower north of midgaard.&lt;br /&gt;
The area will contain the following... : &lt;br /&gt;
Exactly 51 rooms, exactly 13 new mobs, exactly 26 new items.&lt;br /&gt;
 more details to come...&lt;br /&gt;
&lt;br /&gt;
It would seen that an awful lot of lvl 30 players are just standing &lt;br /&gt;
around so I propose two new classes.. that of RANGER and DRUID.&lt;br /&gt;
I did say that I would like to see Rangers as normal class&lt;br /&gt;
but now would like to see them as remort a class.&lt;br /&gt;
these classes of course are subject to gods aproval.&lt;br /&gt;
my brother and I have worked hard to create the following...&lt;br /&gt;
&lt;br /&gt;
 Ranger&lt;br /&gt;
&lt;br /&gt;
Skills/lvl               &lt;br /&gt;
kick (1)&lt;br /&gt;
set snare (2)&lt;br /&gt;
hide (3)&lt;br /&gt;
track (4)&lt;br /&gt;
bite (6)&lt;br /&gt;
befriend animal (8)&lt;br /&gt;
dual wield (12)&lt;br /&gt;
enrage (16)&lt;br /&gt;
courage (18)&lt;br /&gt;
guts (21)&lt;br /&gt;
mix herbs (22)&lt;br /&gt;
draw blood (23)&lt;br /&gt;
survival (30)&lt;br /&gt;
&lt;br /&gt;
Spells/lvl&lt;br /&gt;
detect life (3)&lt;br /&gt;
cure light (4)&lt;br /&gt;
dexterity (5)&lt;br /&gt;
detect poison (6)&lt;br /&gt;
detect invisible (10)&lt;br /&gt;
flower dust (11)&lt;br /&gt;
cure blind (13)&lt;br /&gt;
animal summon (15)&lt;br /&gt;
entangle (18)&lt;br /&gt;
commune with nature (20)&lt;br /&gt;
stoneskin (21)&lt;br /&gt;
cry to nature (24)&lt;br /&gt;
colour leaf (29)&lt;br /&gt;
&lt;br /&gt;
Skill descriptions (I left out ones that are already on the mud)&lt;br /&gt;
set snare :usage  type &amp;lt;set snare&amp;gt; you will set a snare that will 50% chance&lt;br /&gt;
 at lvl 2,+ 5% lvl, upto 95% chance chatch the next player or mob to enter&lt;br /&gt;
 the snare set room taking all the victims move points. cost 60 mana at lvl 2&lt;br /&gt;
 down buy 2 lvl to low of 30 mana cost. Learned on first practice.&lt;br /&gt;
 trap is unset if ranger leaves room. &lt;br /&gt;
&lt;br /&gt;
bite :usage :bite &amp;lt;victim&amp;gt; you try to bite the victim doing 5d3dam +1/2 lvl &lt;br /&gt;
 rounded up. cost 60 mana down by 2 lvl to low of 50 mana cost. &lt;br /&gt;
&lt;br /&gt;
befriend animal :usage befriend &amp;lt;victim&amp;gt; you try to befriend an animal&lt;br /&gt;
 same as charm only just works on animals (perhaps an animal flag could&lt;br /&gt;
 be given to mobs) cost 110 mana down by 5 lvl to low of 90 mana cost.&lt;br /&gt;
&lt;br /&gt;
dual wield : usage ranger can now wield two weapons at the same time&lt;br /&gt;
 getting two attacks per round!&lt;br /&gt;
&lt;br /&gt;
enrage : usage enrage &amp;lt;victim&amp;gt; target  makes a mob attack another mob&lt;br /&gt;
 or player. however this can back fire and the mob will attack the ranger&lt;br /&gt;
 with one practice this skill has a 60% chance of success at two pracs 90%.&lt;br /&gt;
 cost 70 mana down buy 2 lvl to low of 60 mana cost.&lt;br /&gt;
&lt;br /&gt;
courage : usage courage &amp;lt;self only&amp;gt; gives you courage to do the next battle&lt;br /&gt;
 ac apply 2 , str +2 , hit +3 , dam +1. cost 120 mana cost never changes&lt;br /&gt;
 duration 1/2 hour.&lt;br /&gt;
&lt;br /&gt;
guts : usage guts &amp;lt;self only&amp;gt; makes you feel better. (same as two cure critics)&lt;br /&gt;
 cost 60 mana never changes. &lt;br /&gt;
&lt;br /&gt;
mix herbs : usage mix herbs  you mix herbs into a deadly posion that like &lt;br /&gt;
 create water goes into first avalible container and poisons the liquid in&lt;br /&gt;
 the container. If quaffed it does 40d4 dam.&lt;br /&gt;
 cost 80 mana cost never changes. Can only be detected with detect poison.&lt;br /&gt;
&lt;br /&gt;
draw blood : usage draw blood &amp;lt;victim&amp;gt; you will try to draw as much blood&lt;br /&gt;
 from the victim as posible. doing 8d10 dam. cost 60 mana cost never changes&lt;br /&gt;
&lt;br /&gt;
survival : usage survival &amp;lt;self only&amp;gt; the ranger will survive the next death &lt;br /&gt;
 and be teleported to the temple with all eq, one mana and full hp.&lt;br /&gt;
 cost ALL mana 40% success percentage if fails then all mana is gone.&lt;br /&gt;
&lt;br /&gt;
Thats all the ranger skills now for the spells...&lt;br /&gt;
of course I relize that none of this may be implemented on the mud but if it was that would be worth typing, creating and many hours of work...&lt;br /&gt;
&lt;br /&gt;
ranger spells&lt;br /&gt;
flower dust :same as sleep&lt;br /&gt;
&lt;br /&gt;
animal summon :almost like monsum only summons animals&lt;br /&gt;
&lt;br /&gt;
entangle : usage entangle &amp;lt;victim&amp;gt; vines entangle the victim causing loss&lt;br /&gt;
 of all movement points. 80 mana cost never changes.duration instantanious.&lt;br /&gt;
&lt;br /&gt;
commune with nature : usage commune &amp;lt;self only&amp;gt; all regen&amp;#039;s are plus 20 for&lt;br /&gt;
 1 hour, 170 mana cost never changes   &lt;br /&gt;
&lt;br /&gt;
cry to nature :usage cast nature &amp;lt;victim&amp;gt; you will pleed with nature for help&lt;br /&gt;
 70% success rate, 120 hp regained and full (ie not hungry or thirsty)&lt;br /&gt;
 cost 200 mana.&lt;br /&gt;
&lt;br /&gt;
colour leaf :usage cast &amp;lt;colour leaf&amp;gt; a leaf will appear on inventory&lt;br /&gt;
 25% chance for red, black, yellow, or green leaf.&lt;br /&gt;
 green leaf restores 150 hp&lt;br /&gt;
 black leaf casts slay&lt;br /&gt;
 yellow leaf restores 120 mana&lt;br /&gt;
 red leaf casts flamestrike &lt;br /&gt;
 *all leaves have one charge &lt;br /&gt;
 mana cost 210 cost never changes.&lt;br /&gt;
&lt;br /&gt;
DRUID&lt;br /&gt;
&lt;br /&gt;
skills&lt;br /&gt;
befriend animal (8) see ranger description&lt;br /&gt;
track (12)&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
farie fire (1)&lt;br /&gt;
detcet life (2)&lt;br /&gt;
nector (3)&lt;br /&gt;
wind word (5)&lt;br /&gt;
infravision (6)&lt;br /&gt;
remove poison (7)&lt;br /&gt;
cure blind (7)&lt;br /&gt;
befriend animal (8)&lt;br /&gt;
commune with nature (9)&lt;br /&gt;
walk on water (9)&lt;br /&gt;
resist magic (10)&lt;br /&gt;
detect invisible (11)&lt;br /&gt;
entangle (12)&lt;br /&gt;
bark mold (13)&lt;br /&gt;
summon animal (14)&lt;br /&gt;
limited polymorph (15)&lt;br /&gt;
control weather (15)&lt;br /&gt;
call lightning (16)&lt;br /&gt;
quench (17)&lt;br /&gt;
fill (18)&lt;br /&gt;
transport (19)&lt;br /&gt;
heal (20)&lt;br /&gt;
roots (21)&lt;br /&gt;
firestrike (22)&lt;br /&gt;
succor (23)&lt;br /&gt;
sanctuary (24)&lt;br /&gt;
word of recall (25)&lt;br /&gt;
wooden stick (26)&lt;br /&gt;
colour leaf (27)&lt;br /&gt;
peace (28)&lt;br /&gt;
create armour (29)&lt;br /&gt;
chamelieon (30)&lt;br /&gt;
&lt;br /&gt;
descriptions (a lot of this is the same as ranger)&lt;br /&gt;
&lt;br /&gt;
farie fire :usage cast &amp;lt;farie fire&amp;gt; victim  causes 4d5 dam per lvl of caster&lt;br /&gt;
            cost 30-20 mana&lt;br /&gt;
&lt;br /&gt;
nector :usage cast &amp;lt;nector&amp;gt; cure light potion appears on inventory&lt;br /&gt;
        cost 60-50 mana&lt;br /&gt;
&lt;br /&gt;
wind word :usage cast &amp;lt;wind word&amp;gt; victim makes victim fly for 1 hour avoid  earthquakes, cost 60-50 mana&lt;br /&gt;
&lt;br /&gt;
water walk :usage cast &amp;lt;water walk&amp;gt; victim  target can walk on water for 2  hours, cost 80 mana&lt;br /&gt;
&lt;br /&gt;
resist magic :usage cast &amp;lt;resist magic&amp;gt; self only   all magic saves -2&lt;br /&gt;
&lt;br /&gt;
bark mold :usage cast &amp;lt;bark mold&amp;gt; creates cure critic poton on inventory&lt;br /&gt;
 cost 80 mana&lt;br /&gt;
&lt;br /&gt;
limited poly :usage cast &amp;lt;limited poly&amp;gt; self only  turn into any animal form&lt;br /&gt;
 on poly help list. other wise same as poly.&lt;br /&gt;
&lt;br /&gt;
quench : usage cast &amp;lt;quench&amp;gt; victim they are not thirsty. cost 10 mana&lt;br /&gt;
&lt;br /&gt;
fill :usage cast &amp;lt;fill&amp;gt; victim  they are not hungry. cost 10 mana&lt;br /&gt;
&lt;br /&gt;
transport :usage cast &amp;lt;transport&amp;gt; item player   transports an item to a   players inventory, cost 100 mana&lt;br /&gt;
&lt;br /&gt;
roots :usage cast &amp;lt;roots&amp;gt;  makes an apple tree appear and 5-10 apples, &lt;br /&gt;
 tree dis appears as do apples in 5 minutes, cost 70 mana&lt;br /&gt;
&lt;br /&gt;
wooden stick :usage cast &amp;lt;wooden stick&amp;gt; a wooden stick appears on inventory&lt;br /&gt;
 stick is hitroll 4, dam 3. cost 160 mana.&lt;br /&gt;
&lt;br /&gt;
peace :usage cast &amp;lt;peace&amp;gt;  stops all fighting in all rooms seen by csater&lt;br /&gt;
 ie. scan what csater can see and all fighting stops. instantanious.&lt;br /&gt;
 cost 120 mana&lt;br /&gt;
&lt;br /&gt;
create armour :usage cast &amp;lt;create armour&amp;gt; fills in any eq holes ie. like arms&lt;br /&gt;
&lt;br /&gt;
chamelion (that lizard that blends in to it&amp;#039;s surroundings) &lt;br /&gt;
 :usage cast &amp;lt;chamelion&amp;gt; self only  with this spell the most powerful&lt;br /&gt;
 spell of a druid you blend into your surroundings thus becoming unseen&lt;br /&gt;
 not invisible, ie. you can&amp;#039;t be detected by detect invisible!!!!!!&lt;br /&gt;
 A druid is UNSEEN by anyone he can move freely spells wears off when&lt;br /&gt;
 you attack. cost 240 mana &lt;br /&gt;
&lt;br /&gt;
And so you have it two new classes ready to play by remorts...&lt;br /&gt;
hope that they get implemented into the game.&lt;br /&gt;
&lt;br /&gt;
spells for mages/necromancers and skills for warriors/theives...&lt;br /&gt;
&lt;br /&gt;
bite *see description &amp;gt;warrior&amp;lt;&lt;br /&gt;
&lt;br /&gt;
specialization &amp;gt;warrior&amp;lt; they should be able to specialize ion weapons of  choice, ie. sword, spear, dagger, etc...&lt;br /&gt;
&lt;br /&gt;
daggers &amp;gt;thief&amp;lt; gives thieves a hitroll +5 / dam +4 when using dagger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
fake death :necro :usage cast &amp;lt;fake death&amp;gt; the necromancer appears to be a   corpse, only detect magic reveals that he is not ie. (odd aura)&lt;br /&gt;
 cost 50 mana, lvl (12) spell&lt;br /&gt;
&lt;br /&gt;
ice knife :necro : usage cast &amp;lt;ice knife&amp;gt;  ice knife appears in inventory&lt;br /&gt;
 knife is hit +3, dam +1, every time it hits it casts chill touch.&lt;br /&gt;
 cost 250 mana, lvl (23) spell&lt;br /&gt;
&lt;br /&gt;
transport : sorcerer: usage cast &amp;lt;transport&amp;gt; item player    &lt;br /&gt;
 this spell transports items from sorcerer to players inventory&lt;br /&gt;
 cost 160, lvl (22) spell &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Brazil</name></author>
	</entry>
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