Implemented Guilds: Difference between revisions

From Immortal Wiki
Jump to navigation Jump to search
 
(One intermediate revision by the same user not shown)
Line 96: Line 96:


=== Dark Knight ===
=== Dark Knight ===
'''Final design'''


* Requirements
* Requirements
** Must visit shadow plane (maybe find an item or do something there)
** Must visit shadow plane (maybe find an item or do something there)
* Other
** Receives a special "guild sword" upon joining;


Info for the guild 'DarkKnight'
Info for the guild 'DarkKnight'
Line 127: Line 122:


=== Rogue ===
=== Rogue ===
'''Final draft'''


* Requirements
* Requirements
Line 155: Line 148:
     [30] - gamblers ruin 3
     [30] - gamblers ruin 3


==== Coded ====
* Hoax
* Hoax
** Command: hoax
** Command: hoax
Line 215: Line 207:
* Rogue's Shadow
* Rogue'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?).
** 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?).


=== Crusader ===
=== Crusader ===

Latest revision as of 17:08, 7 November 2009

MindWarrior

  • Requirements
    • Must be a Psionicist, if you want to remort to another class, you have to resign from guild first


Info for the guild 'MindWarrior'

 Type of guild              : SubClass
 Required to level          : Experience
 Per level Bonuses          : - 
 Regen bonuses              : -
 Required natural stats to join:
 Skills granted by guild:
   [ 3] Mental Blast
   [ 8] Dementia
   [10] power regen one
   [10] Psychic Blast
   [12] Expanding Mind
   [16] Physical Illusion
   [19] Magical Illusion
   [20] power regen two
   [22] Mental Surge
   [24] Mental Illusion
   [29] Ectoplasmic Key
   [30] power regen three
   [30] Mind Wipe
  • Dementia
    • give the mob -10% psychic resist {8}
    • PSP: 7
    • Maint: 2
    • Stat: INT -2
  • Mental Illusion
    • Creates the illusion of Mental Power, increasing PSP regen (is this possible?). (fairly steep upkeep cost) {24}
    • PSP: 25
    • Maint: 1
    • Stat: INT -4
  • Expanding Mind
    • The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total. {12}
    • PSP: 20
    • Maint: 1
    • Stat: WIS -2
  • Physical Illusion
    • Creates the illusion of Physical Power, increasing Hitroll and Damroll. (fairly steep upkeep cost). {16}
    • PSP: 15
    • Maint: 12
    • Stat: STR -3
    • +4 HITROLL, +4 DAMROLL
  • Magical Illusion
    • Creates the illusion of Magical Power, increasing Magpoints. (fairly steep upkeep cost). {19}
    • PSP: 15
    • Maint: 12
    • Stat: INT -3
    • +7 Mags
  • Ectoplasmic Key
    • The Mind Warrior creates a key from the ether, made of ectoplasm. Can open any pickable lock. Moderate chance for failure. High level. {29}
    • PSP: 55
    • Maint: 0
    • Stat: DEX -4
    • Object timer: 120 seconds
  • Mind Wipe
    • Damage over time spell.
    • basically a copy of instrument of nife. Duration is 50% longer
    • PSP: 38
    • Maint: 0
    • Stat: CON -3
    • Damage: level/4... +1 every pulse (3 second pulses)
  • Mental Blast
    • Low to Mid Psychic damage. More than ballistic attack, but not by a ton. Fairly low level. {3}
    • PSP: 8
    • Stat: CON -1
    • Damage: 5d9+level (class level, not guild level)
  • Psychic Blast
    • Mid Psychic damage. More than Mental Blast, not as much as Psychic Crush. Low to Mid Level. {10}
    • PSP: 30
    • Stat: CON -2
    • Damage: (level/2)d12 + level
  • Mental Surge
    • Mid to High Psychic damage. More than Psychic Blast, not as much as Psychic Crush. Mid to High Level. {22}
    • PSP: 45
    • Stat: CON -3
    • Damage: (level/2)d22 + level

fyi - damage on psychic crush is (level)d40 + level

Dark Knight

  • Requirements
    • Must visit shadow plane (maybe find an item or do something there)

Info for the guild 'DarkKnight'

 Type of guild              : SubClass
 Required to level          : Kills
 Per level Bonuses          : HP(5) Mana(5) 
 Regen bonuses              : HP(30%) Mana(-10%) 
 Required natural stats to join:
   constitution: 15
 Skills granted by guild:
   [ 1] - blood weapon
   [ 4] - frost strike
   [10] - attack bonus one
   [12] - blizzard blast
   [15] - essenceburn
   [16] - poisonproof
   [18] - dark fury
   [20] - attack bonus two
   [23] - diseaseproof
   [30] - attack bonus three

Rogue

  • Requirements
    • Must be a Thief, if you want to remort to another class, you have to resign from guild first


Info for the guild 'Rogue'

 Type of guild              : SubClass
 Required to level          : Experience
 Per level Bonuses          : - 
 Regen bonuses              : -
 Required natural stats to join:
   dexterity: 15
 Skills granted by guild:
   [ 1] - eyepoke
   [ 3] - fire dagger
   [ 5] - gamblers ruin 1
   [ 8] - hoax
   [13] - identify weakness
   [16] - rogue's shadow
   [18] - gamblers ruin 2
   [22] - feign death
   [26] - gut
   [30] - gamblers ruin 3
  • Hoax
    • Command: hoax
    • Makes the mob think the thief is much bigger/badder than in reality.
    • Duration: 5 ticks
    • Affect: -4 Hitroll, -4 Damroll
    • Accumulative Duration: No
    • Accumulative Affect: No
    • Usage cost: TBD (movement?)
  • Gamblers Ruin
    • Command: gamble <one | two | three>
    • Usage cost: TBD (this one is outside the skill system. I MIGHT be able to make it granted)
    • Affect:
      • Randomly picks between +-MAXHIT, +-DAMROLL
      • Amount: MAXHIT = 100 + (power * 50), DAMROLL = power * 5; (power == 1, 2 or 3, dependent on which skill is used)
    • Duration: 24 ticks (1 mud day, 30 rl minutes)
    • Accumulative Duration: No
    • Accumulative Affect: No
    • 6 Tick wait if usage fails
    • In "stat", it always looks like "gamblers ruin" (a hidden 4th skill so players don't get confused in attribute)
  • Eye Poke
    • Affect: blind
    • Duration: 3 ticks
    • Usage cost: 5-15 moves (down 3 per level)
    • Damage: 1d5+3
    • Accumulative Duration: No
    • Accumulative Affect: No
    • Skill that would cause blindness. I'm assuming you would always be able to backstab a blind npc? Level 1 rogue skill. Cost 5-10 moves?
  • Feign Death
    • Affect: feign death
    • Duration: 2 ticks
    • Usage cost: 5 moves
    • Accumulative duration: No
    • Accumulative Affect: No
    • Skill that would allow the rogue to pretend to die mid-battle. Cease fighting with the mob. Mobs with memory would clearly re-attack after a time when the skill wears off. Failure would stun the rogue for 3 rounds of combat. Success linked to Dexterity.
  • Fire Dagger
    • Affect: fire based weaponspell on a dagger (pierce weapon only)
    • Duration: 5 rl minutes (4 ticks)
    • Usage cost: 20 moves
    • Accumulative duration: Yes
    • Accumulative affect: No
    • imbues a thief's dagger with a fire-based weaponspell.
  • Identify Weakness
    • Affect: Displays resistances of the target
    • Usage cost: 20 moves
    • Skill that would allow the rogue to see only the resistances/weaknesses of a mob. This would work on mobs that are spell immune.
  • Gut
    • Damage: 1/3 a backstab (weaker than a stab, which is 1/2)
    • Uses hold weapon
    • Does not have to be tanking (stab requires you to tank)
    • 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 (is this possible? would this restrict flee? Is this exploitable?)
  • Rogue'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?).

Crusader

Info for the guild 'Crusader'

 Type of guild              : SubClass
 Required to level          : Kills
 Per level Bonuses          : N/A 
 Regen bonuses              : N/A 
 Required class             : Paladin
 Required remorts           : 1
 Skills granted by guild:
   [ 1] - mighty blessing
   [ 5] - crusaders might one
   [ 8] - divine refresh
   [10] - shield swing
   [13] - sacrifice
   [18] - crusaders might two
   [20] - enstill
   [23] - purification
   [27] - healers prayer
   [30] - crusaders might three
  • Mighty Blessing
    • Target: group
    • Affect: +2 hitroll, +2 damroll
    • Mana: 20 - 40
    • Accum: Duration


  • Crusaders' Might One:
    • Target: Self only
    • Affect: Crusaders Might I
    • Mana: 15 - 45
    • Accum: Duration
    • Duration: 12
    • 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.


  • Crusaders Might Two
    • Target: Self only
    • Affect: Crusaders Might II
    • Mana: 30 - 60
    • Accum: Duration
    • Duration: 12
    • 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.


  • Crusaders' Might Three
    • Target: Self only
    • Affect: Crusaders Might III
    • Mana: 40 - 60
    • Accum: Duration
    • Duration: 12
    • 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.


  • Enstill
    • blocks a mob from fleeing (formerly a paladin spell).
    • Target: room
    • Mana: 70 - 100
    • Accum: Duration
    • Duration: 4 + (level / 20)


  • Purification
    • Cures poison and disease
    • Target: room
    • Mana: 25 - 40
    • Accum: N/A
    • Duration: N/A


  • Sacrifice
    • Lose 50% maxhit for a gain (original MaxHit / 120) damroll
    • Target: victim
    • Mana: 17 - 55
    • Accum: Duration
    • Duration: 12
  • Healer's Prayer
    • Lose 33% maxhit for 33% mana bonus
    • Target: victim
    • Mana: 15 - 35
    • Accum: Duration
    • Duration: 24
  • Divine Refresh
    • restores movement points (50% of the amount vigorize does)
    • Target: victim
    • Mana: 23 - 33
  • Shield Swing
    • The Crusader swings his shield in a mighty arc causing damage to all non-partied mobs in the room.
    • Cost: 15-40 moves
    • Damage: 3d<shield weight> + (<shield weight>/2)
    • Type: Area affect