Gargamel: Guilds: Difference between revisions
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*Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does) | *Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does) | ||
'''more to follow on Crusaders later''' | '''more to follow on Crusaders later''' | ||
*Instead of Hero's Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn't have one. | |||
*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. | |||
Quick rundown of levels: (REMOVED Hero's Prayer) | |||
[1] Mighty Blessing | |||
[5] Crusader's Might 1 | |||
[8] Divine Refresh | |||
[10] Shield Swing | |||
[13] Sacrifice | |||
[18] Crusader's Might 2 | |||
[20] Enstill | |||
[23] Purification | |||
[27] Healer's Prayer | |||
[30] Crusader's Might 3 | |||
== Thief ---> Rogue == | == Thief ---> Rogue == | ||
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== Ninja ---> Samurai (or Assassin?) == | == Ninja ---> Samurai (or Assassin?) == | ||
''I'm kind of thinking of maybe having 2 ninja paths... one that's weapon based, and one that's barehand attack based. I don't know if the names assassin/samurai fit though... I'll throw down all of the ideas I have under this topic, and we can sort them out later'' | |||
Natural Dex of 17 and Natural CON of 14 to join. Guild would get +2 hp regen and +3 maxmoves per level. ''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't work, i'll figure something else out'' | Natural Dex of 17 and Natural CON of 14 to join. Guild would get +2 hp regen and +3 maxmoves per level. ''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't work, i'll figure something else out'' | ||
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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. | *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. | ||
*Skill/Spell 4: Trance - Skill that would grant | *Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can't be used while Meditating), at a cost of -10% hp regen. | ||
*Skill/Spell 5: Roundhouse - Essentially a berserk skill. Does area damage (physical, blunt) to all mobs in the room. 15-40 moves. Low Level. | *Skill/Spell 5: Roundhouse - Essentially a berserk skill. Does area damage (physical, blunt) to all mobs in the room. 15-40 moves. Low Level. | ||
*Skill/Spell 6: Immobilize - Temporarily stops a mob's attempts to retreat or flee (Skill version of Enstill). | *Skill/Spell 6: Immobilize - Temporarily stops a mob's attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can't use another skill for 3 rounds. (maybe only immobilizes the mob for 3 rounds?) | ||
*Skill/Spell 7: Flame Gauntlets - Imbues the ninja's hands with a holy fire. (changes barehand damage from blunt to fire) | |||
*Skill/Spell 8: Stone Gauntlets - Imbues the ninja's hands with the stone. (changes barehand damage from blunt to earth) | |||
*Skill/Spell 9: Frozen Fists - Coats the ninja's fists with a thin covering of ice - changing the barehand damage from blunt to cold) | |||
*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. | |||
*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). | |||
*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. | |||
*Skill/Spell 13: Samurai's Endurance - Halves the movement costs of all movement (is this possible?) | |||
*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) | |||
*Skill/Spell 15: Dragon's Fury - Creates moderate damage fire weaponspell on weapon. | |||
*Skill/Spell 16: Dragon's Wrath - Creates a higher damage fire weaponspell on weapon. (Can't use at the same time as Dragon's Fury?) Maybe put the fire weaponspell on barehand attack? | |||
== Warrior ---> Knight == | == Warrior ---> Knight == | ||
*Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type "weapon". 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. | |||
*Skill/Spell 2: Knight's Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types). Decent length of time. Spell? | |||
*Skill/Spell 3: Knight's Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types). Decent length of time. Spell? | |||
*Skill/Spell 4: Knight's Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types). Decent length of time. Spell? | |||
*Skill/Spell 5: Maiden'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? | |||
*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance. | |||
*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. (is 25% too much? will people group a high HP warrior for this spell, and then ungroup and go on their merry way?) | |||
*Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight. | |||
*Skill/Spell 9: Gallantry - Increases maxhit by 10d10 and maxmove by 5d10 | |||
*Skill/Spell 10: Arthur's Gift - +50 hp_regen, moderate duration. | |||
Levels for skills/spells | |||
[2] Dragon Slayer | |||
[5] Knight's Protection 1 | |||
[9] Doublestrike | |||
[13] Heroic Scream | |||
[16] Knight's Proection 2 | |||
[19] Gallantry | |||
[21] Chivalry | |||
[23] Arthur's Gift | |||
[26] Knight's Proection 3 | |||
[30] Maiden's Blessing (if spell, castable only on self) | |||
== Warrior ---> Berserker == | |||
Specializes in area attacks/spells | |||
''Consider removing the berserk skill from warriors? Either that or reduce it's damage output considerably'' | |||
*Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior). | |||
*Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk. Higher move cost also. | |||
*Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%). Higher move cost. | |||
*Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%). Higher move cost. | |||
*Skill/SPell 5: Rampage - area attack with highest damage output (90-110%). High move cost. | |||
*Skill/Spell 6: Berserker's Fury - skill that increases maximum movement points. | |||
*Skill/Spell 7: Sage'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... | |||
*Skill/Spell 8: Relief - skill that would increase movement regen. | |||
*Skill/Spell 9: Fury's Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider. | |||
*Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players. | |||
-- February 25th -- | |||
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. | |||
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? | |||
- Fire | |||
Of course we can do that with weapon types. Just like you have to have a pierce weapon for stab or backstab. I wanted to spend the time and assign weapon types to every weapon, like bow, axe, sword, etc, but didn't have any need to. If we want to do that for skills, I can finish the code for it. I expect help assigning the types to existing items though ;) | |||
--[[User:Brazil|Brazil]] 18:01, 26 February 2009 (UTC) | |||
BZ, in the short term, as an easier more viable solution, would it work so that the skills worked off of weapon "types" of which there are only 3 in the game, and every weapon MUST have a type associated with it? | |||
-G | |||
Not sure I follow. --[[User:Brazil|Brazil]] 21:00, 26 February 2009 (UTC) | |||
Well, you and Fire are mentioning really specific weapon types... Dagger, sword, axe, bow, etc. I thought that you were trying to say that in order to make those types of things work correctly, each and every weapon on the game would need to be re-classified with a new weapon type. For instance, while the Great Dragonlance is currently slash, it would need to be reclassified as "Lance, or Polearm" or something. What I'm suggesting, as a short term solution to having to re-class every weapon in the game, is that we could use the existing 3 "broad weapontypes" - slash, blunt, pierce. So that in Fire example, instead of having whirlwind only work for "Axe" type weapons ... it would work for "slash" weapons (not blunt or pierce). Then in the meantime, we might be able to re-class all the ingame weapons with specific types, and change the framework of the skills so that it would accept axe/sword/maul/hammer/whatever. Make sense? | |||
--[[User:Gargamel|Gargamel]] | |||
Ahh, ok, that would work out fine. Except if we have say, an axe skill, and a sword skill, those are both slashing weapons, aren't they? I think that would be the only thing making that difficult. --[[User:Brazil|Brazil]] 00:22, 27 February 2009 (UTC) | |||
== Antipaladin ---> Hell Knight == | |||
Skill 1: Hells Fury 1 -> For Antipaladins with an alignment of -600 or greater, Hell Knights do 5% more damage to good aligned mobs | |||
Skill 2: Hells Fury 2 -> Same as above on the align restrictions, Hell Knights do 5% more damage to good aligned mobs | |||
Skill 3: Hells Fury 3 -> Same as above on align restrictions, Hell Knights do 5% more damage to good aligned mobs and 5% more to neutral ones | |||
Skill 4: Shield Bash -> (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. | |||
Skill 5: Devils Rage -> (skill) Think adrenalize for apals. Between 5-10 hitroll and 2-3 damroll. Cost of 75 moves. | |||
Skill 6: Shadow Haven -> Adds a spell buff of 20% to all shadow based spells | |||
Skill 7: Sacrificial Lamb -> (spell) Sacrifice an amount of HPs for damroll. For everyone 100 hps you sacrifice, you add 1 damroll. Time of level/10 | |||
Skill 8: Shamans Tear -> (spell) Sacrifice amount of damroll for mana. For every damroll point sarificed you get 50 mana. Time of level/10 again | |||
== Necromancer ---> Crypt Lord == | == Necromancer ---> Crypt Lord == | ||
*edited by Fire to add a bit more detail I didn't give Garg | |||
Level<br> | |||
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja<br> | |||
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells. 125 mana <br> | |||
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.<br> | |||
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker<br> | |||
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana<br> | |||
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana<br> | |||
19. heal the dead 79 buff heal undead, harm else | |||
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker<br> | |||
23 vortex of misery 74 debuff lowers str,dex,int,wis,con, area | |||
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<br> | |||
27. flesh golem 80 monsum | |||
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana<br> | |||
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker | |||
30. Blood rite | |||
'''''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'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'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'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''''' | |||
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'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 | |||
I'm giving Word of Shadow back to Necro's at level 65, so I'm taking it off this list. But I'm adding a couple others that used to be 66+ level necro spells, instead of removing them entirely from the code they can go to good use here. -- Brazil. | |||
== Wizard ---> Sage == | == Wizard ---> Sage == | ||
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*Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints. | *Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints. | ||
*Skill/Spell 9: Sage's Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again. | |||
*Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?) | |||
Other ideas: | |||
* Double Memorize - have more than one spell memorizing in tandem | |||
* Triple memorize - | |||
== Sorcerer ---> Archmage == | == Sorcerer ---> Archmage == | ||
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== Priest ---> Bishop == | == Priest ---> Bishop == | ||
Priest desparately needs some offensive spells ... something to consider. | |||
Also, consider 1 or 2 polymorphs? Might have an issue with level checks ... I'll come back to this | |||
== Psionicist ---> Mind Warrior == | == Psionicist ---> Mind Warrior == | ||
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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. ''''' We should discuss this - it might be something very abusable due to Psi's being able to recept PSP's ... something to think about''''' | *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. ''''' We should discuss this - it might be something very abusable due to Psi's being able to recept PSP's ... something to think about''''' | ||
*Power 6: Dementia - | *Power 6: Dementia - Gives -10% psychic resistances to target. | ||
*Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total. | *Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total. | ||
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== Paladin (2) ---> Defender == | |||
Casting based subclass for Paladin... | |||
== Sorcerer/Wizard (2) ---> Pyromaster == | |||
Firebased guild for Sorc/Wizard - utilizing some of the ideas that I talked to BZ about earlier this week. These will need better names, I'm just scratching out the basis right now... | |||
*Spell/Skill 1 - Salamander's Fury 1 - Boost Fire damage by 10% | |||
*Spell/Skill 2 - Salamander's Fury 2 - Boost Fire damage by 15% | |||
*Spell/Skill 3 - Salamander's Fury 3 - Boost Fire damage by 20% | |||
*Spell/Skill 4 - Flame Shield 1 - Absorbs a total of 500 Fire damage | |||
*Spell/Skill 5 - Flame Shield 2 - Absorbs a total of 750 Fire damage | |||
*Spell/Skill 6 - Flame Shield 3 - Absorbs a total of 1000 Fire damage (these three spells could not be used together) | |||
*Spell/Skill 7 - Fire Armor 1 - Resist Fire 5% | |||
*Spell/Skill 8 - Fire Armor 2 - Resist Fire 10% | |||
*Spell/Skill 9 - Fire Armor 3 - Resist Fire 15% | |||
*Spell/Skill 10 - Warmth - increases hp,mana,move regen by 20 (straight knockoff from Diablo2) | |||
'''So here's a crazy idea .. what if we considered creating some new "planes" for some of these guilds... A Fire plane would be a great place to put the guildmaster... or Nightwinds Volcano zone, if it's ever finished...''' | |||
Latest revision as of 21:47, 6 February 2010
I'm going to outline a couple of guild/profession ideas I've been tossing around on this page. Feel free to add to the discussion.
One idea I'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...)
There could even be the possibility of certain classes being allowed into another "class-specific" 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're just ideas).
please note - all skills/spells are out of order of their potential levels....just fyi
Paladin ---> Crusader
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).
The class could get some slight boosts to spell casting and/or melee skills. Guild levels based on NPC kills, similar to Darkknight. Gains 3 maxhit, 3 maxmana per Crusader level. (-15% hp regen penalty) (+5% mana regen bonus). Does there need to be a slew of on level/passive bonuses and penalties?
- Skill/Spell 1: Crusaders' 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.
- Skill/Spell 2: Crusaders' 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.
- Skill/Spell 3: Crusaders' 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.
[These are meant to be similar to the spell Smite. It's possible that they'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?]
- Skill/Spell 4: Hero's Prayer - This spell would drain the caster'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'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.
- Skill/Spell 5: Mighty Blessing - All partied players receive a bonus of +2 hit and +2 dam.
- Skill/Spell 6: Purification - Cures poison and disease. Guild Level 25?
- Skill/Spell 7: Sacrifice - Lose 50% maxhit for a gain of some % or # damroll.
- Skill/Spell 8: Healer's Prayer - Sacrifices 1/3 of maxhits and awards that amount to maxmana. Fairly long itmer, medium level spell.
- Skill/Spell 9: Enstill - blocks a mob from fleeing (formerly a paladin spell).
- Skill/Spell 10: Divine Refresh - restores movement points (50% of the amount vigorize does)
more to follow on Crusaders later
- Instead of Hero's Prayer (paladin already has a decent amount of hp boost spells) - maybe an area attack skill/spell, since paladin doesn't have one.
- 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.
Quick rundown of levels: (REMOVED Hero's Prayer)
[1] Mighty Blessing
[5] Crusader's Might 1
[8] Divine Refresh
[10] Shield Swing
[13] Sacrifice
[18] Crusader's Might 2
[20] Enstill
[23] Purification
[27] Healer's Prayer
[30] Crusader's Might 3
Thief ---> Rogue
Rogue would be a Thief only guild. Natural DEX of 17 (too high?) and Natural INT of 13 required to join. (not sure if i like the dual requirements yet... we shall see). Rogues would get a +2 boost to CON upon joining the guild. Rogues of level 20 or more would get an additional +1 CON.
- 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't remember how long in "real life time" this is.... maybe needs adjustment). Maximum GRANT total of 2. Unsure of duration just yet... I considered trying to use percentages with this one, but I think that there's room for error or abuse. I really like this skill/spell idea, and hopefully it'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't be able to cast more than one on yourself at once)
- Gamblers Ruin 1 - 1) +150 maxhit, 2) +5 damroll, 3) -150 maxhit, 4) -5 damroll
- Gamblers Ruin 2 - 1) +200 maxhit, 2) +10 damroll, 3) -200 maxhit, 4) -10 damroll
- Gamblers Ruin 3 - 1) +250 maxhit, 2) +15 damroll, 3) -250 maxhit, 4) -15 damroll
- Spell/Skill 2: Eye Poke - 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?
- Spell/Skill 3: 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?).
- 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?
- 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 (is this possible? would this restrict flee? Is this exploitable?)
- 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.
- 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.
- Spell/Skill 8: Fire Dagger - imbues a thief's dagger with a moderate damage fire-based weaponspell.
Ninja ---> Samurai (or Assassin?)
I'm kind of thinking of maybe having 2 ninja paths... one that's weapon based, and one that's barehand attack based. I don't know if the names assassin/samurai fit though... I'll throw down all of the ideas I have under this topic, and we can sort them out later
Natural Dex of 17 and Natural CON of 14 to join. Guild would get +2 hp regen and +3 maxmoves per level. 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't work, i'll figure something else out
- 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 Maybe instead of creating a new dice roll, the skill would just magnify/decrease the current dice values... that might not require additional coding...
- 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.
- 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.
- Skill/Spell 4: Trance - Skill that would grant Rapid Healing (in place of meditation i,e can't be used while Meditating), at a cost of -10% hp regen.
- Skill/Spell 5: Roundhouse - Essentially a berserk skill. Does area damage (physical, blunt) to all mobs in the room. 15-40 moves. Low Level.
- Skill/Spell 6: Immobilize - Temporarily stops a mob's attempts to retreat or flee (Skill version of Enstill) - only usable during battle; can't use another skill for 3 rounds. (maybe only immobilizes the mob for 3 rounds?)
- Skill/Spell 7: Flame Gauntlets - Imbues the ninja's hands with a holy fire. (changes barehand damage from blunt to fire)
- Skill/Spell 8: Stone Gauntlets - Imbues the ninja's hands with the stone. (changes barehand damage from blunt to earth)
- Skill/Spell 9: Frozen Fists - Coats the ninja's fists with a thin covering of ice - changing the barehand damage from blunt to cold)
- 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.
- 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).
- 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.
- Skill/Spell 13: Samurai's Endurance - Halves the movement costs of all movement (is this possible?)
- 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)
- Skill/Spell 15: Dragon's Fury - Creates moderate damage fire weaponspell on weapon.
- Skill/Spell 16: Dragon's Wrath - Creates a higher damage fire weaponspell on weapon. (Can't use at the same time as Dragon's Fury?) Maybe put the fire weaponspell on barehand attack?
Warrior ---> Knight
- Skill/Spell 1: Doublestrike - checks if the Warrior is holding an item of type "weapon". 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.
- Skill/Spell 2: Knight's Protection 1 - (better name?) gives 5% resistance to a RANDOM attack type (of all possible resist types). Decent length of time. Spell?
- Skill/Spell 3: Knight's Protection 2 - (better name?) gives 10% resistance to a RANDOM attack type (of all possible resist types). Decent length of time. Spell?
- Skill/Spell 4: Knight's Protection 3 - (better name?) gives 15% resistance to a RANDOM attack type (of all possible resist types). Decent length of time. Spell?
- Skill/Spell 5: Maiden'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?
- Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.
- 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. (is 25% too much? will people group a high HP warrior for this spell, and then ungroup and go on their merry way?)
- Skill/Spell 8: Heroic Scream - Skill that would redirect all non-partied mobs attacks onto the Knight.
- Skill/Spell 9: Gallantry - Increases maxhit by 10d10 and maxmove by 5d10
- Skill/Spell 10: Arthur's Gift - +50 hp_regen, moderate duration.
Levels for skills/spells
[2] Dragon Slayer
[5] Knight's Protection 1
[9] Doublestrike
[13] Heroic Scream
[16] Knight's Proection 2
[19] Gallantry
[21] Chivalry
[23] Arthur's Gift
[26] Knight's Proection 3
[30] Maiden's Blessing (if spell, castable only on self)
Warrior ---> Berserker
Specializes in area attacks/spells Consider removing the berserk skill from warriors? Either that or reduce it's damage output considerably
- Skill/Spell 1: Berserk - area attack with low damage (assuming it gets removed from warrior).
- Skill/Spell 2: Spin Attack - area attack with slightly higher (20-33%) damage than berserk. Higher move cost also.
- Skill/Spell 3: Whirlwind - area attack with higher damage than berserk (40-55%). Higher move cost.
- Skill/Spell 4: Bladestorm - area attack with higher damage output than berserk (60-80%). Higher move cost.
- Skill/SPell 5: Rampage - area attack with highest damage output (90-110%). High move cost.
- Skill/Spell 6: Berserker's Fury - skill that increases maximum movement points.
- Skill/Spell 7: Sage'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...
- Skill/Spell 8: Relief - skill that would increase movement regen.
- Skill/Spell 9: Fury's Folly - area attack that deals massive damage (300%?), however reduces maxhit to 1hp - probably exploitable with triggers .. something to consider.
- Skill/Spell 10: Rage Shout - skill that would increase maxmove for all grouped players.
-- February 25th -- 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.
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?
- Fire
Of course we can do that with weapon types. Just like you have to have a pierce weapon for stab or backstab. I wanted to spend the time and assign weapon types to every weapon, like bow, axe, sword, etc, but didn't have any need to. If we want to do that for skills, I can finish the code for it. I expect help assigning the types to existing items though ;) --Brazil 18:01, 26 February 2009 (UTC)
BZ, in the short term, as an easier more viable solution, would it work so that the skills worked off of weapon "types" of which there are only 3 in the game, and every weapon MUST have a type associated with it? -G
Not sure I follow. --Brazil 21:00, 26 February 2009 (UTC)
Well, you and Fire are mentioning really specific weapon types... Dagger, sword, axe, bow, etc. I thought that you were trying to say that in order to make those types of things work correctly, each and every weapon on the game would need to be re-classified with a new weapon type. For instance, while the Great Dragonlance is currently slash, it would need to be reclassified as "Lance, or Polearm" or something. What I'm suggesting, as a short term solution to having to re-class every weapon in the game, is that we could use the existing 3 "broad weapontypes" - slash, blunt, pierce. So that in Fire example, instead of having whirlwind only work for "Axe" type weapons ... it would work for "slash" weapons (not blunt or pierce). Then in the meantime, we might be able to re-class all the ingame weapons with specific types, and change the framework of the skills so that it would accept axe/sword/maul/hammer/whatever. Make sense? --Gargamel
Ahh, ok, that would work out fine. Except if we have say, an axe skill, and a sword skill, those are both slashing weapons, aren't they? I think that would be the only thing making that difficult. --Brazil 00:22, 27 February 2009 (UTC)
Antipaladin ---> Hell Knight
Skill 1: Hells Fury 1 -> For Antipaladins with an alignment of -600 or greater, Hell Knights do 5% more damage to good aligned mobs
Skill 2: Hells Fury 2 -> Same as above on the align restrictions, Hell Knights do 5% more damage to good aligned mobs
Skill 3: Hells Fury 3 -> Same as above on align restrictions, Hell Knights do 5% more damage to good aligned mobs and 5% more to neutral ones
Skill 4: Shield Bash -> (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.
Skill 5: Devils Rage -> (skill) Think adrenalize for apals. Between 5-10 hitroll and 2-3 damroll. Cost of 75 moves.
Skill 6: Shadow Haven -> Adds a spell buff of 20% to all shadow based spells
Skill 7: Sacrificial Lamb -> (spell) Sacrifice an amount of HPs for damroll. For everyone 100 hps you sacrifice, you add 1 damroll. Time of level/10
Skill 8: Shamans Tear -> (spell) Sacrifice amount of damroll for mana. For every damroll point sarificed you get 50 mana. Time of level/10 again
Necromancer ---> Crypt Lord
- edited by Fire to add a bit more detail I didn't give Garg
Level
1.Crypt Claw - Turns necromancer into ability to have barehanded damage, similar to Ninja
3.Carion Beetle - Swarm of beetles attack mob, distract them to be unable to maintain their spells. 125 mana
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.
10.Carapice Armor 1- 10% of physical damage to character is returned to attacker
12.Putrid Bile- Makes the bile of a necromancer more potent, more powerful bile spew (type acid) 150 mana
15.Chill of death - type cold spell. A cold fog enters the room, freezing body to the point the fall off. 175 mana
19. heal the dead 79 buff heal undead, harm else
20. Carapice Armor 2- 20% of physical damage to character is returned to the attacker
23 vortex of misery 74 debuff lowers str,dex,int,wis,con, area
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
27. flesh golem 80 monsum
29. Grim Reaper- soul based burrowing, bit more powerful. 300 mana
30. Carapice Armor 3- 30% of physical damage to character is returned to the attacker
30. Blood rite
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'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'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'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
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'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
I'm giving Word of Shadow back to Necro's at level 65, so I'm taking it off this list. But I'm adding a couple others that used to be 66+ level necro spells, instead of removing them entirely from the code they can go to good use here. -- Brazil.
Wizard ---> Sage
Would require 15 WIS to join. Gains 5hps per level. Gains 5 bonus mems per 10 levels.
- Skill/Spell 1: Arcane Thought - Would cut memorization time in half for the duration of the spell.
- 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't recast for 10 minutes.) Level 1
- 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't recast for 12 minutes.) Level 14
- 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?)
- Skill/Spell 5: Close Portal - Closes a previously casted portal spell. (Wouldn't work on special portals like those to get to other planes of existence)
- Skill/Spell 6: Mystical Barrier - Casts a temporary "door" where one currently doesn't exist. (Helpful to prevent mobs from fleeing)
- 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.
- Skill/Spell 8: Arcane Sacrifice - Sacrifices 20% Natural Maxhit for a gain of 5 Magpoints.
- Skill/Spell 9: Sage's Wisdom - Skill(?) that would enable a spell to be memorized instantly, however 3 tic (more?) delay until skill could be used again.
- Skill/Spell 10: Mystic Barrier - Spell that would decrease all received spell damage by 25% (is this possible?)
Other ideas:
- Double Memorize - have more than one spell memorizing in tandem
- Triple memorize -
Sorcerer ---> Archmage
Priest ---> Bishop
Priest desparately needs some offensive spells ... something to consider. Also, consider 1 or 2 polymorphs? Might have an issue with level checks ... I'll come back to this
Psionicist ---> Mind Warrior
Would require 17 INT and 17 WIS to join. Would gain 25 PSP regen per 10 guild levels.
- 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.
- Power 2: Mental Blast - Low to Mid Psychic damage. More than ballistic attack, but not by a ton. Fairly low level.
- Power 3: Psychic Blast - Mid Psychic damage. More than Mental Blast, not as much as Psychic Crush. Low to Mid Level.
- Power 4: Mental Surge - Mid to High Psychic damage. More than Psychic Blast, not as much as Psychic Crush. Mid to High Level.
- 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. We should discuss this - it might be something very abusable due to Psi's being able to recept PSP's ... something to think about
- Power 6: Dementia - Gives -10% psychic resistances to target.
- Power 7: Expanding Mind - The Mind Warrior sacrifices 50% of their Natural Maxhit, which would double their Natural PSP total.
- Power 8: Physical Illusion - Creates the illusion of Physical Power, increasing Hitroll and Damroll. (fairly steep upkeep cost).
- Power 9: Magical Illusion - Creates the illusion of Magical Power, increasing Magpoints. (fairly steep upkeep cost).
- Power 10: Mental Illusion - Creates the illusion of Mental Power, increasing PSP regen (is this possible?). (fairly steep upkeep cost)
Cleric ---> Monk
Paladin (2) ---> Defender
Casting based subclass for Paladin...
Sorcerer/Wizard (2) ---> Pyromaster
Firebased guild for Sorc/Wizard - utilizing some of the ideas that I talked to BZ about earlier this week. These will need better names, I'm just scratching out the basis right now...
- Spell/Skill 1 - Salamander's Fury 1 - Boost Fire damage by 10%
- Spell/Skill 2 - Salamander's Fury 2 - Boost Fire damage by 15%
- Spell/Skill 3 - Salamander's Fury 3 - Boost Fire damage by 20%
- Spell/Skill 4 - Flame Shield 1 - Absorbs a total of 500 Fire damage
- Spell/Skill 5 - Flame Shield 2 - Absorbs a total of 750 Fire damage
- Spell/Skill 6 - Flame Shield 3 - Absorbs a total of 1000 Fire damage (these three spells could not be used together)
- Spell/Skill 7 - Fire Armor 1 - Resist Fire 5%
- Spell/Skill 8 - Fire Armor 2 - Resist Fire 10%
- Spell/Skill 9 - Fire Armor 3 - Resist Fire 15%
- Spell/Skill 10 - Warmth - increases hp,mana,move regen by 20 (straight knockoff from Diablo2)
So here's a crazy idea .. what if we considered creating some new "planes" for some of these guilds... A Fire plane would be a great place to put the guildmaster... or Nightwinds Volcano zone, if it's ever finished...
--Gargamel