The Plot: Difference between revisions

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=== Knight ===
=== Knight ===


basically a beefed up warrior, perhaps with very slight spellcasting abilities...
*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.
exp similar to ninja
(perhaps even make a restriction for knight to be only remortable *from* warrior)


skills-
*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?
most of warriors base skills..
perhaps move bash to lvl 10
increase the negate sanc practicibility by one level (or whatever increment is used)


new skill: Forage, level 5-15 (whever you like), the ability for the knight to scavenge for food using his surroundings (can only be performed outdoors)
*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?
uses 20 movements


new skill: Crushing Blow, level 30? -- allows for the warrior to get some percent bonus (i'm not even gonna futz around with dice) but i was thinking 2x damage, for one round, can't perform another action for 3 rounds
*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?


new skill: deflect/parry - basically an upgrade of block- would block an attack, only if successful, the knight gets a single attack (almost in between rounds)
*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?
loss of combat activity for 2 rounds, cost: 10 moves? (this could be more like an active skill version of deflect attack) -- skill would be dependant on dex, missed block/parry, would result in the mob being able to do extra damage that round (if possible)


new skill: disarm (no idea for level...) -- % chance to knock a mobs weapon (if has one) into inventory, penalty of no combat activity for 3 rounds (pretty low success rate)
*Skill/Spell 6: Dragon Slayer - Gives 10% fire resistance.
would initiate battle


*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?)


new spell: Shield - level 25ish, cost 40-75 mana -- increase the casters AC by 30ish, gives caster 20hps? can only be cast on self duration of lvl/4?
*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


New Spell (might be better for a different class)-- Weapon Imbue - lvl 50+, cost 60-120 mana, imbues a weapon with an elemental charge, lvl/2 in duration (can only imbue weapons with NONE for element)
*Skill/Spell 10: Arthur's Gift - +50 hp_regen, moderate duration.
 
Maybe some spells to boost hp/mv regen at mid to higher levels
 
Skill - Self Sacrifice - very short duration - non-stackable... As the Knight's hitpoints decrease, the damage they output increases
 


=== Paladin ---> Crusader ===
=== Paladin ---> Crusader ===

Revision as of 16:11, 29 March 2009

Characters / Misc

  • make usable commands listed on character?
    • possibly stupid
    • would mean adding socials
    • auto-add skill commands
    • eliminates "do_not_hear" commands?
    • cmd skills and hooks would register with room, then entering the room would have to register with character, and unregister when leaving room?
  • 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

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?

Witch

Race: Template From AddictWiki Natural resistances / weaknesses:

... Perm Affects:

... Regen: (hp/mana/moves/psp)

... Misc:

  • Would only be female (maybe)
  • Could have a familiar that was bound to them.
  • Main Key to them would be they could Brew potions and make elixirs.

... Ideas:

  • Witches could also create things with herbs, needed Skill-Herb Mixing-They would learn this around say level 9ish? Needed items (besides the ingredients) would be a mortar and pestle (yes i know i'm a pain) syntax would be use herb mixing at <desired result> ie

herb mixing at kiss poison. The skill would check for needed items in inventory and remove them automatically. Would take a set number of tics to create the item.

  • Still debating how to let them learn what reagants are needed for what items, perhaps by simply giving them a list on the website but I dont know.
  • Also let them be able to create wands. Must have a wand of nothing, these would load randomly in the MUD. Learn this skill at a higher level. Witch could charge the wand with any of their known spells, syntax use wandmaking at <spell>. Takes a set # of tics, and we'd have to settle on an amount of charges.
  • Brew potion-same type of idea as above. List of reagants still debating. syntax use Brew potion at <desired result>. Would require a Cauldron(hmm could this simply be in the same room as them?)


... Questions / Issues:

... Special help files to be created:

... Spells / Skills:

  • Bless
  • Calm
  • Cure Disease
  • Drain Life
  • Dream-Witch can create a "dream" of whatever they wish the person/mob to see in the room. (like a shadow or mirror image of themself)
  • Guidance
  • Harm
  • Herbal Enhancements
  • Intuitions
  • Holy Symbol
  • Lifegiving-Restores a player back to life, BUT any thing like posion or disease would have to be cured seperately to this.
  • Lifekeeping
  • Major Healing
  • Nature's Strength
  • Nature's Tongues
  • Neutralize Poison-
  • Restoration
  • Summon Animal-maybe based on align whether they can do this or not and what they can summon?


Level Name Description 0 xx xx


Paladin

Ideas:

  • Naturally stronger against undead
  • Natural bonus to saving throws
  • Naturally Immune to Disease


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

  • Some require specific classes, or other sub-classes
  • Some clash, so you cannot be a specific class or sub-class if you want to be this one
  • Leave guild, lose all benefits
  • Sub-classes keep as-is over remorts, but you cannot remort if you want to change to a class that conflicts with your sub-class
  • portion of exp gained goes towards guild level

dungeon delver CAd 42 In many ways, the dungeon delver is the ultimate adventuring rogue.

elven high mage Rac 182 Elven high mages are the masters of creating their own epic spells -- mythals that can grow to engulf entire cities.

weaponmaster

runecaster PG 69 Those that choose to master the ability to create runes of power are runecasters.

incarnum

  • tricks
    • back on your feet (scoundrel p85)
    • clarity of vision (det inv for 1 turn)
    • escape attack (flee / backstab)
    • point it out (scoundrel p88)
    • spot weak point (scoundrel p89)
    • sudden draw (scoundrel p89)
    • advantageous avoidance (added hitroll, miss aggro every time)
    • chant of the long road (bard, group: movement increase or fly)
    • chord of distraction (bard, scoundrel p75)
    • concussion attack

Chronomancer

  • Gains spells and skills that affect memorize time, casting times, regen, haste / slow, and aging


   Wrinkle  
   cost: 1 Minor Charge 
   effects: The minor blast spell will age its target, as well as dealing damage. 
     
   Stitch in Time  
   cost: 3 Minor Charges 
   effects: Casting Stitch in Time will return a damaged or otherwise altered object to its prior state (in essense, "unbreaking" things). The object must have been broken or had its condition changed within a minute of the spell for it to work. Uses for Stitch in Time include "unbreaking" a window, returning a quarter to your pocket after using it to use a public phone, unlocking a door that someone just locked, etc. 
 
    
   Tempus Fugit 
   cost: 1 Minor Charges 
   effects: The mage can speed up time around himself (giving him an automatic S in iniative contests, two attacks in one round or some other effect), others (for good or ill), or objects. This spell lasts for the duration of a combat round or for about 5 seconds of non-fight time. 
     
   Lethargy 
   cost: 1 Minor Charges 
   effects: A Chronomancy spell that slows its target down. Similar to Tempus Fugit in that caster can use this spell on himself (very handy when the mage has suffered a serious injury). 
     


   Geezer 
   cost: 1 Significant Charge 
   effects: The significant blast spell will cause the Chronomancer's victim to age rapidly and deal damage. Older victims are especially vulnerable to dying outright from the effects of this spell. 
     
   Hypnotize 
   cost: 1 Significant Charges 
   effects: This spell causes its target to fall into a trance, unaware of his surroundings and the passage of time. The victim will not be aware of his trance-state, nor will think anything is amiss when he snaps out of it (until he notices the time or the fact that the ice-cream he was enjoying is now a puddle). A minor casting will Hypnotize its target for a number of seconds equal to the magick roll. A significant casting will expand that duration to minutes. The target will come to his sense if disturbed (someone shaking him, being burned by a cigarette) but will be obvlious to most external stimuli. 

   Out of the Loop 
   cost: 2 Significant Charges 
   effects: The clocker can remove himself from the timestream, only to reappear later in the same state and location. To outsiders, the mage appears to vanish into thin air (Stress checks as appropriate). A minor charge enables the mage to vanish for a number of seconds equal to their magick roll, a significant charge expands those seconds to minutes. 
     
   Anachron 
   cost: 3 Significant Charges 
   effects: This spell enables the Chronomancer to rapidly age or to reverse the aging process, restoring the mage to the EXACT STATE he was at that age (this spell will effectively remove injuries, both physical and mental). It takes about a minute for the mage to alter one year of his age and this alteration lasts 24 hours (or as permanent as a Chronomancer can be) unless the mage has never artifically aged himself by sacrificing his years of his life. In this case, the age change is permanent if the clocker desires it so (if not, the 24 hour rule applies). Anachron cannot return the mage to an infantile state (~18 months). Modern Chronomancers call this formula spell "Class Reunion" due to its regenerative properties ("Gawd, Margaret! You haven't changed a bit!"). Casting this spell requires the clocker to make a Stress check vs. Self. Failure could result in the creation of a Doppleganger...


-Gnosis- Primary Attribute- reduces the cost of all chronomancer skills and recharge rate

-Flux- increases effectiveness of spells that speed up allies abilities, spells or attacks, increases effectiveness of spells that hinder or slow enemies

-Divination- increases effectiveness of spells that may reduce attacks, prevent attacks or give attack bonuses to allies

-Anamoly- increases effectiveness spells that foil enemies attacks and reduce the effectiveness of enemy spells and teleportation spells.

Gnosis: Boon of Abraxas: Enchantment Whenever you cast a temporal ritual, you gain 1....9 energy Clockwork: Temporal Ritual, everytime you would lose a pip of energy you gain a pip of health From Thin Air: Whenever you are below 10% maximum energy, you gain 5...15 energy. Whenever you gain energy in this fashion, you become exhausted. The Time Has Come: Enchantment, all skills recharge 15% faster, upon recharge you lose 10...3 energy. Accumilation: For each recharging temporal Ritual, you can 3 energy.


Flux:

Acceleration: For X seconds, all allies attack 20% faster Hinderance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed. Delayed Aid: For X seconds, target foes only heal for 65% effectiveness Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.

Divination

Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower. It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy. Probablity: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded. Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.

Anamoly:

Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower. Downtime: Target foe is knocked down and loses 5....25 energy. Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower. Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way. Temporary Cemetary: Temporal Ritual. For X seconds target foes cannot resurrect allies. I Can't Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interupted.

Spellweaver

Kinetic Knight

  • transfers are spells you cast on yourself
  • Transfers can only be one or two at a time
  • skills
    • absorb damage
    • absorb spells
    • skill for each transfer
  • transfers to:
    • stats (str, dex, etc)
    • hp
    • mana
    • moves
    • damroll
    • hitroll

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.

Paladin ---> Crusader

Info for the guild 'Crusader'

 Type of guild              : SubClass
 Required to level          : Exp
 Per level Bonuses          : N/A 
 Regen bonuses              : N/A 
 Required class             : Paladin
 Required remorts           : 1
 Skills granted by guild:
   [ 1] - 


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.

Bard

Spell Ideas:

  • Elation: Group effect-+2 strength, +2 Dex
  • Dolorous Motes: Creates a blinding haze of light that stuns mobs
  • Sustain: Elevates Hunger/thirst for set duration
  • Stars of Arvandor: Tiny starbursts deal 1d8 damage to all evil creatures-damage type moon
  • Heaven's Trumpet: Blast of music paralyzes mob, unable to flee or melee.

Race Specific Spell Ideas:

  • Dwarven Lore-it augments the existing bardic knowledge when casting a bardic info spell-so it would give them a more detailed information on it (Race: Dwarf)


Neat Name for a Spell-Faerinaal's Hymn

Avenging Executioner

  • warrior or thief only?
  • no guild hall, use a lone NPC that grants this
  • 15 dex to join, allows modified DEX to go to 19


  • skills
    • bloody blade
    • sudden strike
    • sudden strike +1
    • sudden strike +2
    • rapid intimidation
    • dread blade
    • bloody murder


Blood Mage

  • Blood magi are deceased spellcasters who gain an understanding of blood's importance when returned to life.


MindWarrior

IMPLEMENTED

Assassin

First draft

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


Info for the guild 'Assassin'

 Type of guild              : SubClass
 Required to level          : Experience
 Per level Bonuses          : HP(4) 
 Regen bonuses              : HP(15%) Move(10%)
 Required natural stats to join:
   dexterity: 15
 Skills granted by guild:
   [ 1] - 
  • burst of speed - attack / move increase
  • cloak of shadows - sneak / hide
  • poison blade - coat piercing weapon with poison
  • tiger strike - Charge-up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks
  • fists of fire - Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.
  • claws of thunder - Charge Up Skill: Using her weapon's metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)
  • blades of ice - Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)
  • Maybe an advanced sneak skill, that would allow you to sneak past "guard" type mobs - low success rate - failure initiates battle...
  • Similar to the ideas Gargamel has, remort into this from eithe Ninja or Thief, or both required. Higher skills, almost all sneaky bastards.

Skills:

  • Iced Fire-causes any Ice, terrian etc, to burst into flame.
  • Rogue's Stab-target gain's 1d6 sneak attack damage. (Class: Thief)
  • Develin's Venomblade-Creates a poison blade that causes 1d4 pts of Constitution damage.
  • Parry-Deflect an opponent's weapon, possibility of making them drop it.
  • Sense Weather-Elf Racial Specific-With their keen eyesight and able nose they can sense what weather is upcoming.

Archmage

  • The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability to master these arcane secrets.

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

IMPLEMENTED

  • Possible Future
    • CON bonus (over 18?)
    • guild sword upgrades as guild level increases
    • xxx: reduce maxhit for +hitroll
    • xxx: reduce maxhit for +damroll
    • xxx: do more damage, draining your own hp
    • Stat draining spells? (respect caps)
    • Demonic flesh - sacrifice HP to increase max HP
    • Life siphon - constant hp drain from victim to caster
    • Agony - sacrifice 10% hp to do area damage
    • Soul leech - for X seconds, whenever target attacks, hp is transferred to caster
    • putrid explosion - blow up a corpse for area damage
    • (maybe necro) soul feast - drain corpse for hp
    • Vampyric horror - (necro) - animate corpse that transfers damage dealt to master as hp
  • other possible skills
    • Drain Absorbs HP.
    • Demi Reduces enemy HP by 25%.
    • Confuse Confuses an enemy.
    • Break Petrifies an enemy.
    • Bio Poisons an enemy.
    • Doom Enemy is inflicted with Doom and is killed when the counter reaches 0.
    • Death Instantly kills one enemy.
    • Black Sky Enemies take random damage.
    • Charon Kills an enemy, but also sacrifices yourself.
    • Stoneproof Immune against Petrification.
    • Confuseproof Immune against Confusion.
    • Curseproof Immune against Curse.
    • Deathproof Immune against Death


  • Table this for something else
    • Summon spirits to give abilities (pact magic?)
      • Spirits level?
      • Gives necro affect
      • Each spirit has different affect

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.


Rogue

IMPLEMENTED

Newbie Guild

  • -- just a random idea
  • Max level of 10

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
  • Jagang: But on another note - If we have a tradeskill of a clothier or tailor, they may be able to make gloves that will protect foragers from the poison of the plants


Mapper

Jagang: being that you said it figures out the trail, maybe we could have a side -tradeskill , maybe a skill for a spellweaver or something , not sure what guild it would fit in

Jagang: but a mapmaker , once they have the right items , they can run a command which would draw a map on a sheet of vellum,

Jagang: like a path, but shown on the paper

Jagang: then they could sell them in their shops

Jagang: "A map from Midgaard to New Thalos - 10 Gold"

Jagang: also they could toggle on/off mapmaking while they are in a zone, each room they go to while they have this command on , it uses a reagent/item they have on them

Jagang: and draws out the area on the map as they navigate, kinda similar to buildwalk

Jagang: but of course it would be restricted to a certain # of rooms on X and Y axis

Jagang: otherwise it would get ugly

Jagang: You have 5 pints of ink and 1 piece of 10x10 vellum, you can draw a 25x25 room map , before you run out of materials


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
   [ 2[ - forage
   [ 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
  • cure light
  • cure serious
  • heal
  • restore
  • high heal
  • mana healing
  • cure poison
  • cure disease
  • poison (usable on weapons?)


  • 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
  • to make stronger potions. when their potion skill reaches 100%, this is how they gain the next level. then they get the next stronger potion skill, and have to work at making stronger potions to get the next level. they have to try level 2 spells to cause the level 2 skill to go up. if they try the level 3 potions it will always fail with no skill increase.


  • 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
  • Forage skill
    • flag on room that plants to forage are here
    • pct load to build them up over time? or just one, that repops

Jagang: and if you see an herb , but don't have it in your knowledge base


Jagang: could also have a book - with pages all over the mud

Jagang: like an herb dictionary

Jagang: and have a way for ppl to progressively learn the herbs over time

Jagang: make it so they have to complete certain chapters to help advance in skillup of alchemy

Herbalist

  • can forage for herbs / plants

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)


Pets

  • summonable
  • rentable
  • can level
  • can learn skills and spells
  • can memorize
  • can be granted spells
  • perhaps all spells are granted?

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