The Plot
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
- (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
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
- potions
- XXX
- Ingredient 1 (x1)
- Ingredient 2 (x2)
- Ingredient 3 (x1)
- XXX
- 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