The Plot: Difference between revisions

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   Skills granted by guild:
   Skills granted by guild:
     [ 1] - make potions
     [ 1] - make potions one
    [ 2] - make potions two
    [ 3] - make potions three
    [ 4] - make potions four
    [ 5] - make potions five
    [ 6] - make potions six
    [ 7] - make potions seven
    [ 8] - make potions eight
    [ 9] - make potions nine
    [10] - make potions ten


* to level, you must practice your trade.  once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions


* potions
* potions

Revision as of 02:58, 15 January 2008

Characters / Misc

  • Do something with email address (optional)
    • Send newbie guide, or some-such (word doc, or pdf or something)
  • Move all the no* channel commands to a single command with toggles (setcom on one mud)
  • Autoauction system
  • Retain free stat knowledge on an identified item - DONE
  • (re)implement MSP
  • FreeTrade system
    • Wizards stock shops w/scrolls
    • Warehouses make wares & transport them to places
    • Transports can be hijacked
    • Other classes make potions, weapons, etc
    • Crafting skills
      • Potion recipies
      • Armor construction
      • Clothing construction
      • Food (cooking)
      • Enchantments to improve items
    • Transport on boats
  • People can carry people
  • Items carry people (pokeballs!)
  • Experience
    • group bonus (based on group size?)
  • Jagang: one thing I think needs to happen is we need to make it so eventually for some of the better items, people will have to actively use the market/auction to find players that use trades to benefit them
  • Jagang: a smith may have to contact an enchanter, to imbue some kind of mineral or something
  • Jagang: back again to stimulating the market
  • Brazil: ahh, so like getting arcane leggings... but you need a wizard with the right smithy skill to unlock the enchantment
  • Jagang: yeah something like that, like lets say your smith makes a pair of Strong Steel Leggings , then an enchanter has a imbue memorized - "Greater Fire Protection", after she did her thing , it would be Strong Steel Leggings of Greater Fire Protection
  • Jagang: Or an alchemist makes a potion of luck, then a miner supplies gold flakes to go in the potion , which makes it The Entrepreneur's potion - 10% more gold from monsters
  • Jagang: A skinner gathers some rough leathers from some of the wilderness mobs, then a tanner hardens the leather , giving it an AC bonus, then an enchanter could put some small effect on them
  • Jagang: have some way of regulating how good an item could get - dependant on the grade of materials used on the item
  • Jagang: make the players create items with their trade skills to level up on the trade
  • Jagang: when they surpass a point , the lower level items will no longer level them
  • Jagang: then they will have to go to other players for ingredients needed , to make the items good enough to skill up
  • Jagang: it almost "forcibly" stimulates the market
  • Jagang: have it so the people can make their character a "free-play" character , where they play the mud like normal, or have a story mode option, where the player could follow a story line,
  • Jagang: like starting life on a farm , with a family , losing the family devestatingly etc
  • Jagang: maybe have a "plane" dedicated to it
  • Jagang: On this plane , you start off where everyone else does , in the same "story" , but you can take it in whichever direction you want
  • Jagang: I know that's kinda out there, but I think with some thought it could turn into something really interesting
  • Jagang: yeah , it adds the "choice" for an rp element



Newbie Guide

  • scripted (jagang is will work on details for me to code)


Assemble

  • method to specify parts w/combine, instead of naming finished product, player names parts to put together
  • allows multiple recipies for same item
  • (crafting)
  • Flag on each recipe for what crafting skill(s) are associated with recipe
    • Cooking, alchemy, etc
  • move assembles to their own list, instead of attached to finished object

PK System

  • Designated PK areas
  • Attackers flagged as killer
    • timer based on amount of killing done
    • does not count down in rent? (or multiplier)


Clans

  • Wars: clan vs clan, clan vs npc, clan vs ???)
  • PK Element
  • Castle, contained somewhere in the world
  • Conquest (points involved)
  • Hometown benefits (???)
  • Build a town
    • allow others to inhabit
    • allow guilds to open
    • shops
    • taxes from shops and stuff go to clan


Guilds

  • Add to IMESS

Classes

  • Masterful scroll casting
    • Remort skill
    • Not use scroll when cast
    • Uses more mana from mana pool
    • Bonus if you made that scroll?

Ninja

  • Enhance THROW

Psionicist

  • Psionic Body: + HP bonus
  • Rapid Metabolism: automatic fast heal, 13 con required, stops if con gets lower
  • Psychic tattoos
  • Extend power (reduces psp cost) (remort)
  • Persistent power: Suspent maint cosst on random or specified power, extent power required
  • Quicken power: reduce cast time, activate to work, increase psp cost, no maint cost for quicken power
  • Trigger power: granted 1 per day, next spell no cast cost, or next X spells
  • Verve: hp bonus
  • Distract: hitroll penalty
  • Apopsi: delete 1d4 memorized spells from target
  • Body fuel: convert hp to psp's, or maybe stats (str con dex), only living can do it if in own body
  • Ghost attack: Never misses a ghost in combat (perfect hitroll)
  • Over power: stronger damage at hp sacrifice
  • Talented: reduces personal cost of powerpower - Overpower required
  • Astral plane spells


Necro

  • rot spells consolidated to one name
  • vamp spells consolidated to one name

Sorcerer

  • Poly into objects
    • Can't move
    • Can't talk?
    • Can be picked up
    • Can send tells (telepathic?)
    • Can't return unless on the ground

Warrior

  • Desperate Strike - less then x% hp, deal factor of damage
  • Flashing blades - 50% chance of blocking attack
  • balanced stance - prevents critical hits
  • Thrill of victory - damage based on victim health vs char health
  • deadly riposte - block attack and follow up with one attack
  • disciplined stance - +ac, increasing chance to block attacks

SubClasses

  • Can only be one per character, must resign to join another?
  • Some may be main-class specific
  • Leave guild, lose all benefits
  • Must decide if can keep over remorts (special considerations if so)
  • portion of exp gained goes towards guild level
  • maybe exp is not the way to go... something else, but hopefully not lame like AP in final fantasy

Planar Champion

  • Warrior-type class
  • Plane slip: move between some planes almost at will
  • Female?
  • Some portal spells
  • Close any portal
  • R: 4 ranks of plane knowledge?
  • R: Weapon specialization (maybe superb at X weapon skills)
  • R: Visited two other planes (not home plane)
  • Special spells / skills
  • Granted detect invis
  • Guild located in non-material plane
  • These things depend on guild level

Planeshifter

  • Guild located in non-material plane

Gatecrasher

  • Guild located in non-material plane

Divine Agent

  • Guild located in non-material plane

Dark Knight

Final draft

  • Requirements
    • Must visit shadow plane (maybe find an item or do something there)
    • Evil alignment must be maintained
  • Other
    • Receives a special "guild sword" upon joining;

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


Beastmaster

  • Jagang: would be nice to have a beastmaster subclass, where you could take the companion idea a whole step further
  • Jagang: you would have a companion like everyone else , but maybe you could get more than 1 , (only 1 out at once), and you could do much more with them
  • Jagang: like a spell called Bestial Vision - See through the eyes of your pet to explore unknown lands. (player based snoop)
  • Jagang: Have different collars for the pet, like a collar for obedience, a collar for more of a free-roam, a collar for a small companion buff , ie - (+5% to health when companion is active) , etc etc
  • Jagang: make a pet death penalty , so if it dies , you can't rez it back for like 8 mud hours or something
  • Jagang: or just make the rezzing a granted
  • Jagang: Spell - The Giant Within - Your companion grows to an enormous size, gaining damage bonuses, but also gaining more aggro.

Newbie Guild

  • -- just a random idea


Professions

  • Guild level gains
  • Requires registration to gain crafting skills (join guild)
  • Limited numbers of guilds you can join
  • Leave guild, skills not granted from other guilds slowly go down until 0
  • Charge to join? (depends how many guilds already in... dedication fee)
  • Build guild houses
  • May have to join guild again in alternate plane to get benefits there
  • Plane restrictions only matter in material planes
  • Jagang: a cool idea that vanguard uses is gear specific for tradeskilling , so when you are lumberjacking, you wear certain gear to improve your yield , etc


Alchemist

First Draft

  • Jagang is working on details of ingredients and combinations
  • Requirements
    • Not so difficult, maybe a simple quest to make a potion
  • Other
    • Receives a special "newbie alchemical container" upon joining

Info for the guild 'Alchemist'

 Type of guild              : Profession
 Required to level          : Potion skill usage
 Per level Bonuses          : Move(4) 
 Regen bonuses              : Move(15%) Mana(5%) 
 Skills granted by guild:
   [ 1] - make potions one
   [ 2] - make potions two
   [ 3] - make potions three
   [ 4] - make potions four
   [ 5] - make potions five
   [ 6] - make potions six
   [ 7] - make potions seven
   [ 8] - make potions eight
   [ 9] - make potions nine
   [10] - make potions ten
  • to level, you must practice your trade. once your skill reaches 100% through usage by making potions, you gain a level, and gain the next skill, so you can make more powerful potions
  • potions
    • XXX
      • Ingredient 1 (x1)
      • Ingredient 2 (x2)
      • Ingredient 3 (x1)
  • Notes
    • Ingredients are placed into an alchemical container, filled with water, then results are generated
    • Must buy empty bottles from the guild?
    • Bottles are automatically filled, or deleted and the right potion loaded

Herbalist

Leather Worker

Blacksmith

  • Jagang: if you do a blacksmith type trade, would be cool to have certain forges in different zones, to forge different pieces of gear
  • Jagang: like you would have to travel to the astral plane, to the top of some majestic mountain, to forge some special astral gear
  • Jagang: I think the more you make the Eq player involved, as far as crafting and having unique eq all over , is that much better for the mud
  • Jagang: that way not everyone is wearing the same gear


Farmer

  • Gets land to plant (one room)
  • purchase more land (or gets more as guild level goes up)
  • Grows food
    • Grain
    • Fruits
    • Veggies
  • Sells to shops or cooks
  • Farming skill

Baker

  • Makes food (cooks)
  • Cooking skill
  • Can own a shop? (bakery only, high guild level)


Shopkeeper

  • General shopkeeper
  • Owns lots and lots of shops
  • shop count dependent on guild level
  • buy license in each town (including clan towns, unless you are in that clan)
  • No skills to produce anything, has to gather stuff to sell from other guild skills or scavenging
  • Must join guild again in other material planes, this means another guild level

Butcher

Chandlestick maker

Trader

  • Better shop rates
  • CHA: (some min number)
  • Necro: No
  • Haggle bonus
  • Create own shops (guild level required)
    • Hire NPC's to run
    • Privitize existing shops
    • Option to allow players to sell to shops
    • Shop limit (determined by guild level?)


Jeweler

  • DEX: (some min number)
  • Refine gem:
    • Increase value
    • reduce size
    • smaller gem=higher risk/higher skill check
    • PSI Bonus
    • Naturally increases recepticle limit
    • Positivly affects insets?
  • Remove inset from thief, give to guild
  • Can own a shop
  • Miner skill? (would need mining spots)
  • Metal worker skill (guild level required?)

Misc

  • Weapons
    • Each weapon has a set type
    • Class restrictions base on weapon type
    • assign skills to each class to match weapon type
  • Change PC attacks back to skills and flags


Mobs

  • Specify what spells they have
  • Memorize or mana or psp/pray per spell
  • Steal memorized spells
  • Steal mana
  • What mob casts & how is based on what they have available (AI)
  • Spell list stored on proto, when loaded populate active mob skills
    • mob sn
    • spell id
    • Flag(s)
  • Rentable pets - store in mysql
  • Purge active_mob_skills table on boot
  • Tactive_mob_skills_mem table
  • move memorize from db to memory? (or conditions in code for mob vs player)


Newbies

  • Better help
  • Revise start newbie town (again)
  • More hints
  • Some sort of automated newbie guide? (Does the start town work for this already?)

World

  • Planes
    • Prime material plane
    • Alternate material plane
  • Larger, more fleshed out world
  • Vehicles
  • Boats (passangers)
  • Auto-mapper?

Crafting

  • Types
    • Leather
    • Wood
    • Steel
    • Alchemy
    • Mage (scroll / staff)
    • Food
    • Miner
  • Gather ingredients & assemble them
  • Binding item? (ala ffxi crystals)

Transportation

  • Objects
  • Flag: passengers- inside/outide/both/windows/driver in/out
  • Char cmd flag: in, out, mount, ride, enter, leave
  • Capacity
  • Carried people (carried by other people)
  • People carried by people in objects in objects carrying people

People inside items

  • Weight capacity
  • Volume (too much detail?)
  • Weight factor (old phole idea)
  • Description for internal room of item (new field, or use edesc?)
  • Virtual room, not real (set of rooms copied to virtual rooms per item SN)


Planes

  • add to IMESS
  • Create a cosmology
    • Prime material plane
    • Alternate Material plane
    • Astral plane
    • all 4 elemental planes
    • Shadow
    • Abyss (that sucker is huge)
    • 9 layers of hell & their lords
  • Make "paths" another plane?
  • Some theoretical link to portals
  • Affects relocate, summon
  • Hometown per material plane? (defined in plane table?) (default to mid)
  • Once people start plane travel, add colored icon to room title to indicate what plane you're in (or make this a special skill / spell) (help entry to explain icon key)
  • Story outline for alternate plane
    • Pre-Adril, or never was built here
    • Defended against dragon attack

Races

Vampire

Religion

Deities