The Plot
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 (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?
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
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
basically a beefed up warrior, perhaps with very slight spellcasting abilities... exp similar to ninja (perhaps even make a restriction for knight to be only remortable *from* warrior)
skills- 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) 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
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) 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) would initiate battle
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?
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)
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
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.
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
Final design
- Requirements
- Must visit shadow plane (maybe find an item or do something there)
- 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
- 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
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)
- 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
- 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
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