Gargamel: Guilds: Difference between revisions

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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 Furious Regen (in place of meditation), at a cost of -10% hp regen.
*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.

Revision as of 19:38, 17 October 2008

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

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?)

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).

Warrior ---> Knight

Antipaladin ---> Shadow Warrior

Necromancer ---> Crypt Lord

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.

Sorcerer ---> Archmage

Priest ---> Bishop

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 - Causes confusion.
  • 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

--Gargamel